1 Mile Hex Mapping

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Robin
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Re: 1 Mile Hex Mapping

Post by Robin » Mon Jul 11, 2016 4:34 pm

Broken Lands
The latest updates of the Maps as per 26-08-2016
Broken Lands East
http://sta.sh/0rxp0mh05ys
Broken Lands West Before
http://sta.sh/0vh0nrx1kt6
Broken Lands West After
http://sta.sh/023snqhdr5uv

The map is still far from ready, but I succeeded in doing a lot of altitudes in the Glantrian region. Finished Mount Glace, detailed the Silver Sierras some more (including the placement of Mount Adruzzo Peak), filled in more details of Bugburbia , especially its settlements(some more details will come)

@Gecko...Here the list of villages Thus far in Bugburbia.. and some descriptions of local regions.(blue text =game info)
Could you help me witth the Occupants/tiers/hordes again :lol: ..as that help was excellent for Hobgobland. :mrgreen:

Bugbear Settlements;

Dung/Muck reet houses
Name Settlement| Occupants| Number| Tier| Dominant Horde| Information Reaping |?? |2nd | ?? |?? Ursain|?? |?? |3rd | ?? |?? Nighriz| ??|?? |2nd | ?? |? Dogtash| ??|?? |3rd| ?? |May trade with passing Merchants Barbial| ??|?? |4th |?? |?? Kudiagk|??|?? |3rd |?? |May trade with passing Merchants Palavegh|??|?? |4th |?? |?? Arctogh|??|?? |3rd | ?? |??
Stone structures connected with caves
Name Settlement| Occupants| Number| Tier| Dominant Horde| Information [u]Bargazhi[/u]|Bugbears |?? | 1st| Yellow Eyes|Leading Tribe [u]Trammelant[/u]| Undead| 250-260| none| none| Magically enclosed
Tribes in Lower Bugburbia
Name Settlement| Occupants| Number| Tier| Dominant Horde| Information ?? |?? | ? | 1st | Yellow Eyes|Leading Tribe ?? |?? | ? | 2nd | ??|?? ?? |?? | ? | 2nd | ??|?? ?? |?? | ? | 3rd | ??|?? ?? |?? |? | 4th| ??|?? ?? |?? | mixed| 5th| numerous|??

BUGBURBIA
The weather of Bugburbia is similar to that of Glantri, temperate, which is similar to current Germany. Some more precipitation falls down on the higher hills and mountains. This has to do with the natural inclination of moisture rising in the air when blocked by mountains and cooing down and thus falling. It may also have to do with the overall dust from Mount Kalazyrd. Though most of it falls in the Ashen Plain of Death in High Gobliny still a high amount falls elsewhere or swirls in the air. As thus the air feels a bit drier than usual.
This also reflects in the vegetation which is sparse except where water is streaming.
The dominant wind is coming from the North west.
The volcanic toxicity in the air may cause irritation on the airways; especially wood elves are vulnerable to this. They feel the air as almost suffocating with a brine stench. Creatures have a 15% chance to be vulnerable (wood elves 30%), and the effect is a reduced constitution of -1 in cases where breathing rolls are applied (holding breath, running, the amount of combat rounds in a run before fatigue sets in, etc)..Humanoids, Shadow Elves, Elemental creatures and most animals or monsters are immune, but draft animals like horses, oxen and such are not.

Typical Bugbear village
Regular Bugbear villages are very simple. Where-ever they do not live in caves, they follow this simple design. A 20 to 30 foot circle of sticks is rammed into the ground touching each other; thread, rope and twine (from vines) are fletched to make them into a semi-solid surface. Then both sides (inner and outer) are covered with a mixture of dung, mud, hair (Bugbear and animals; longhaired sheep for example) and powdered gypsum. This is repeated several times until the structure is about a foot in thickness. Then large branches are laid on top of it , to form a 20 to 30 foot high round pointed roofed simple house. This branch roof is covered in thick layers of grass or reed and covered in the same muck mixture (sometimes covered with mosses and plants as camouflage). Doors are cut out (or by a clever Bugbear were kept open in the making) as are one or two windows.
Outside this simple house, a coral of branches is made where their favoured long-haired sheep reside. A secondary roof with half a wall and a few poles is their stable. A trench made of muck-baked bricks plastered with the muck is used for water storage. Food is held dry inside the house or “stable”. Several of these two-fold structures are set up near each other, one for each adult family. Young are either kept in Lower Bugburbia or in the Valley of Furr. Bugbears elsewhere do keep their young with them however. If the Bugbears have acquired metal tubes (often pieces of arm/leg armor wrenched over each other to form a tube) they use this to make a sort of chimney. If they do not have this luxury, then the heart is made under a window so the smoke can easily draft out. Windows and doors are mostly closed with boards made from any material (including flattened armor-with sometimes the bones of the owner still within) or plunder from caravans. Each family has 3 to 10 sheep, taken care for by the weakest family member, who thus has a great responsibility and knows this. These sheep are herded out at sunrise to dawn each day on nearby fields, bushes or forests. The milk is used to make Bugbear fermented milk brews, cheese, and yoghurt. These products mixed together with meat (any) and herbs makes their favourite dish; Melach. (4 alcohol points per meal).

Bargazhi and Trammelant
This is the one location that almost could be called a town. It is the Bugbears main settlement, almost their capital. This is the only structure the Bugbears currently use that is made of architectural designed structures.
It lies in the green cleft of a creek gulley, and is build upon a few levels and the structures are actually erected upon a cave complex. This is done in such a way, that each building goes down into the rocky hillside and meets into a central chamber. It is this chamber that has a tunnel leading down to Lower Bugburbia.
Many say the structure is too complicated and as thus is not a work of the Bugbears themselves, but either are copies of an older structure made by some other race (either Goblins, or Gnolls are assumed), or are actual ancient structures.
The primitive but delicate design (and especially the slim doorways and high windows give to think that this could well be a village of the Elves who had a small nation named Aengmor far before the Broken Lands came to be. As thus speculations run amok, as to why and which elves desired to go underground. As thus most assume this could be an ancient village/town of the direct ancestors of the Shadowelves. Then there would possibly be trace information to be found that explains why the elves went underground instead of easier and faster walking away, through nature, which the elves always liked. There must be a legit reason for thus atypical ancient elf behaviour, as even current Shadowelves have a desire to live amongst the trees. Whatever the truth, it is no near impossible to access with all the Bugbears wandering around.

The nearby ruined village of Trammelant is a similar structure like Bargazhi, but this is fully abandoned.(Trammelant = a dutch word for troubles...nice hidden touch)
The village was used by the Bugbears until about 500 years ago. One mage named Dorrat the Chaotic, (Source; DM Survival guide) a mighty half human, half Orc wizard had re-entered the region and took control of the humanoids in the village. At first the humanoids did not really bother, as their lives did not change very much. But then Dorrat became a hideously powerful Lich. Dorrat (he or she, which is unknown) wore the Radiant Eye. A powerful magical amethyst that gives the owner the powers of a Gem of Seeing and the ability to employ a Detect Lie or Detect Magic spell at will. It also bestowed 60’ Infravision and immunity to all gaze attacks. The item is said to enable the user if it is a mage to draw upon the Radiance and learn ALL Radiance spells directly, as it is somehow connected to the Radiance and all Crystals of users. The Immortal Rad noticed this and desired retaliation. It was only 200 years ago when the Lich was destroyed by a lone unnamed Glantrian wizard that is said by the Ambreville family to be a scion of Ettiene d'Ambreville. The Eye is now lost, and could be located anywhere, but there are rumours that Dorrat’s terrible spirit lurks within the eye, gradually taking over the current owner, return him to the Broken Lands, and transforming him/her into a slave.
The village, however, did not fare well in the ordeal. Not only were many humanoids killed in the battle, many others were used as energy source for the Lich’s magic, like all local animals and even humanoids.
They all became undead. There bodies now animated by the very magic drained from them, and many spirits were unable to reach Limbo, became Wraiths, Spectres or Ghosts. As such the area of 1 mile radius is haunted and abandoned. From below the caves are tore down and collapsed, making this area locked out to Lower Bugburbia. This life draining continues to this day; any creature foolish enough to sleep or otherwise becoming unconscious, will inevitably perish, and follow the same fate. The one good thing is that the magic which creates these undead, also prevents them from venturing beyond the area. It is still a weird sight to see a afolescent Bugbear testing himself by taunting a vile undead on the border of the magic field. They have marked the area with of rim of small cubes cut from, wood, stone or hardened gypsum a few feet before this border, as a warning.

The Cutting Creek
This creek is interesting in two ways. Erosion and where it leads to.
Erosion-wise this creek is interesting as it creates typical roundish holes in the sandstone bedrock. As the amount of freed sediment is low, and very small, it can’t be the sediment swirling that causes this, so the water motion must do the trick. It falls down, makes a swirling round motion and swoops over the lowest edge, and thus deepens the ‘bowls” and the edges. The typical erosion causes different sounds for each “bowl” and as thus the Bugbears know where they are. It is almost a musical effect where it not noisy. The bugbears love the sound, and their musical instruments are mostly flutes and horns mimicking these sounds. They also like birdsongs.
The Creek itself extends for 8 miles and originates in the roughly 1 mile wide 8 mile long Valley of Furr.

The Valley of Furr
This enclosed valley is very important for Bugbears as they prefer to raise their infants. The valley can be reached only by the air, or through two secret tunnels from lower Bugburbia. Here until they can lift a weapon or tool. As thus the area is full of nature, birds and other peaceful stuff. Then imagine a lot of cute teddy-bear like creatures wandering and playing around. It is the one sole period in life the Bugbears know peace and harmony. Male Bugbears are found rarely here as they have other duties, mothers (and grandmothers) are however either living or often coming here. The mothers that life here temporally or permanent, take care of the first feeding, training and education of the Bugbear children. These mothers are all armed with bow or crossbow in an attempt to defend themselves and he children against flying invaders. Do not underestimate a female Bugbear, she is as vile and mean as a male, and is averagely a foot higher than he males, and mostly stronger. They however seam to lack leadership skills and tendencies.
At the age of 11 all these children are forced out and take their place in bugbear culture and society. The sending away forcefully is a way to strengthen them to become true Bugbears. It also makes all of them having a desire for rest, and resentment for those that have what they have not (or never more will). In effect it makes the adult Bugbears creatures to fear,
The secluded area seems almost impossible to reach and raiding humanoids or other creatures never find the area as the Bugbear Immortal has placed a special ward on it that steers walkers (including Bugbears) away from it. Flyers (like Rocs) however sometimes come in and even steal children, but the Bugbears procreation is thus prolific it is balanced out.

Mount Barbia
This prominent mountain in the Eastern Half of the Broken Lands was never detailed or even named on any of the canon maps, nor was its accurate heights given. This had to be assumed by deduction of written data and the effects in the region. As most of the Mountains in the Broken Lands range aboit 10.000 feet, this was the first guideline. Secondly, it had to be higher than the areas around it (including the Plateaux of Zyrd…as it is described as in the shadow of the western Mountain). Using the angles of average mountains, I could triangulate its height. As the canon version had a permanent snow/ice cap, it must indeed have been above 10.000 feet.
To bring this back to the geomorphological data, this mountain must have risen due a central lower force. Similar like a volcano, lower magma must have pushed it up rapidly, making it the single high mountain of the Eastern half of the Broken Lands.
To make it a bit more interesting I decided to give it a broken cap, or in other words, the top has collapsed, tumbled down long ago, but giving it a more or less even area with a central higher top, and some high topped corners.
The “even area” is covered by Ice and snow and Frostdrakes (originating through the gate at the Fairy Stones) make e residence up here. These two small family groups are no larger than 10 each in total. Sometimes a single individual is caught by goblins, bugbears or Red Orcs, but thus far the humanoids have been unable (and unwilling) to venture up the steep rock walls. The Frostdrakes know of the Valley of Khyr and sometimes trade with the Demihumans living there. Mostly, however, they venture south to Alfheim’s Canolbarth Forest or Glantri in a Human shape.
Almost no humanoids ever venture high up the mountain, and none go beyond the rim of ice and snow. Too many deaths have caused them to take heed, and don’t ever try again.
Temperatures are always at arctic levels here as is the chance to find water, plants or food.
In winter the frigid cold of the mountain often “rolls” down covering Bugburbia in a very cold fog, with frozen underground, leaves and after a while even hair and fur. Bugbears do not like winter in this region and prefer to stay near their housing or go down to Lower Bugburbia for the season.
As thus winter may seem the safest time to investigate Bugburbia, but beware, no more than one third of the Bugbears go down, and these are mostly the elders. All the settlements, and foraging areas are still guarded and patrolled (also foraging at the same time).

Bugburbian Pillars
A roughly 46 square mile large area created by a 10 to 30 feet thick layer of accumulated clinging ash from the earlier eruptions of the volcano Kalazyrd. A harder dust or even hardened lava layer of 4 to 7 feet was deposited on top of this ash. Erosion by water and later wind created pillar like constructions, with a harder top, resembling stone mushrooms.
This area is a sort of a maze, as not only are most pillars still conjoined to other pillars (following the various streams of water cutting through it), but also the material does not create clear differences to locate the current location. Even the local Bugbears, who know this spot best, often get lost in this miles large area. For others it is even worse, as Bugbears will surely hunt those within the area. Flying or climbing and jumping on top of the pillars are the only known ways to escape, but even then it maybe more difficult than expected. Bugbears often shoot flying adventurers down with their missiles, and nets.
The chance to get lost is 5% cumulative for each 3 Turns wandering in this region (Local Humanoids only 2%). When lost, the chance of finding food is decreased to 5% normal (insects/rodents and a few roots /herbs maybe at best, and finding usable water is only possible near the streams or in Rain. The volcanic dust however turns most water in muddy lightly poisonous gunk. If consumed take 1d8 - constitution adjustment damage and NO restoration of water deprivation. A Character with Constitution of 17 =+2 adjustment, will thus suffer 1d8-2 damage and a Constitution of 3= - 3 gives 1d8+3 damage
Last edited by Robin on Fri Aug 26, 2016 3:14 pm, edited 6 times in total.
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Robin
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Re: 1 Mile Hex Mapping

Post by Robin » Tue Jul 12, 2016 11:37 pm

Broken Lands

Here again a gift for the Players as promised
Streel Route Corunglain to Ethengar Merchant Map 1 and 2 (3 will follow Soon)
http://6inchnails.deviantart.com/art/Co ... -621261244
http://6inchnails.deviantart.com/art/Co ... -621262184
This is a typical merchant map that players may buy in Corunglain for only 100 gold pieces. (as this map covers a very lang route 3 maps are needed)
It is the most complete map merchants have access to.
The hefty 100 gold price is normal for maps made in dangerous areas.
All details are as seen from the Trail, (often with farseer glasses), or by brave scouts who ventured somewhat from the path.
Other details not described as clearly are assumed by logic or divination.
The map will be copied by scribes on paper and delivered in a leather tube for carriage (waterproofed tubes cost an additional 15 gold)
It is roughly 1 foot by 2.5 feet long
including tube it weighs 15 cn (tube 10cn).

Some typical merchant info is added.

A stteep climb (or descent the otherway around) decreases the speed in this reggion by 5% for each 5% or part thereoff higher than 25%.
Other delays may be in raids but these may differ extremely depending upon time, guards, and the raiding force.

Caravans travel mostly in wagons at speeds of 60'/20'or 90'/30' and rarely (or not) use firced march )adding 50% to the total traveling time of 8-10 hours, but exhausting most animals , riders and drivers that they need 50% extra resting time (averagely 6-8 hours depending on individual).
Remember a Turn = 10 minutes, 1 minutes = 6 rounds on D&D Mystara.

On the Trail a common wagon with a average speed of 60'/20' passes 1 mile Broken Land hex. Hill hex and fords in 2 Turns and 1 minute for a total of 18 miles a day in this territory, beyond the Trail this would be 6 Turns (1 hour) for a total of 8 miles a day.
On the Trail a common wagon with a average speed of 90'/30' passes 1 mile Broken Land hex. Hill hex and fords in 1 Turn and 8 minutes, beyond the Trail this would be 4 Turns for a total of 12 miles a day.
On the Trail a common wagon with a average speed of 60'/20' passes 1 mile Mountain hex in 1 hour, beyond the Trail this would be 3 hours and 4 Turns.for a total of 2 2/3rd miles a day.
On the Trail a common wagon with a average speed of 90'/30' passes 1 mile Mountain hex in 4 Turns, beyond the Trail this would be 5 Turns and 4 minutes for a total of 9 miles a day.
For easy, use any delays as given above only for those 1 mile hexes in which the delay is effective.
This way you can easily calculate how far you can travel each day, or how long the trek normally would last

Corunglain Ethengarn map 1 normally(60'/20') covers roughly 51 miles through Broken Lands, Forested Hills,Fords and a 0 miles Mountain, totaling a roughly 51 miles distance. For a total of about 18 travelling hours. = 2 days
Corunglain Ethengarn map 2 normally covers roughly 46 miles through Broken Lands, Forested Hills,Fords and a 46 miles Mountain, totaling a roughly 92 miles distance. For a total of about 78 travelling hours= 7 days.
Together with handicaps (smaller sections reduce speed to 60'20' at best, steep climbs/descents, sharp rocks, volcanic bombs.) this would become about 12 days for these two maps. Any raid would increase the Journey by a minimum of 1 day.


Of course the Darokinian/Glantrian mappers have made flaws. for example they are unaware of Trollhattan, and assume only a mountainlake of some sort.
Equally, venturers have seen vibrating air in the West revealing high temperatures, but they do not know what is there.
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Sturm
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Re: 1 Mile Hex Mapping

Post by Sturm » Wed Jul 13, 2016 11:09 am

Great, really useful to DMs to plan an interesting voyage to the Broken Lands and to PCs to be warned of what they might encounter :)
Wonderful work, highest praises!

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Re: 1 Mile Hex Mapping

Post by Robin » Wed Jul 13, 2016 3:41 pm

Sturm wrote:Great, really useful to DMs to plan an interesting voyage to the Broken Lands and to PCs to be warned of what they might encounter :)
Wonderful work, highest praises!
Thank you.
The last version will come up next week..And I think of making alternative routes (Fortfletcher-Ellerovyn, and Fort Nell-Ethengar), but that may take a while, as these regions are far from ready yet.
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Re: 1 Mile Hex Mapping

Post by Robin » Wed Jul 13, 2016 4:00 pm

BROKEN LANDS

I have been pondering about the three volcanoes in the Broken Lands.
Digging through various D&D en AD&D1+2 stuff (the old survival guides for example), I only found difficult rules thick stuff.
I tried to compile these into a simpler form.
Which I present here. Especially the tables(see links) are now easy to use by a DM. And are different for a few types of volcanoes (in this case a Mystaran Ash type (only on Mystara found) and a Strombolian type.
Blue text is game info like statistics and effects
Please give your opinions;


Major volcanic locations.
Gvozdenžuba
Western of the Twin Volcanoes.
Height; 5705’ above sea level, height from surface about 2700’
Epicentral Area; 5 miles radius.
Eruption 50% chance each month; Plume 6d100 meters high, Gentle Flow, Eruptive volume, 353.000+ cubic feet.
Ježibaba
Eastern of the Twin Volcanoes
Height; 5725’ above sea level, height from surface about 2700’
Epicentral Area; 6 miles radius.
Eruption 50% chance each month; Plume 6d100 meters high, Gentle Flow, Eruptive volume, 353.000+ cubic feet.

The Twin Volcanoes are of the Stromboli type, but in a weaker but more active version. Strombolian eruptions are a type of volcanic eruption, which has been erupting continuously for centuries. Strombolian eruptions are driven by the bursting of gas bubbles within the magma. These gas bubbles within the magma accumulate and coalesce into large bubbles, called gas slugs. These grow large enough to rise through the lava column. Upon reaching the surface, the difference in air pressure causes the bubble to burst with a loud pop, throwing magma in the air in a way similar to a soap bubble. Because of the high gas pressures associated with the lavas, continued activity is generally in the form of episodic explosive eruptions accompanied by the distinctive loud blasts. During eruptions, these blasts occur as often as every few minutes.
These eruptions last 1d8 hours, are preceded by 1d4 hours of medium tremors, and 1 Turn heavy tremors, and are characterized by short-lived and explosive eruptions of lavas with intermediate viscosity, often ejected high into the air.
The fiery columns can measure hundreds of meters in height. The lavas formed by Strombolian eruptions are a form of relatively viscous basaltic lava. The relative passivity of Strombolian eruptions, and its non-damaging nature to its source vent allow Strombolian eruptions to continue unabated for thousands of years, and also makes it one of the least dangerous eruptive types Strombolian eruptions eject volcanic bombs and lapilli fragments that travel in parabolic paths before landing around their source vent (5% chance to be hit per round or suffer 2d6 impact and 1d8 heat damage). The steady accumulation of small fragments builds cinder cones composed completely of basaltic pyroclasts. Strombolian eruptions are very noisy, produce no sustained eruptive columns, and do produce fewer molten lava flows (although the eruptive material does tend to form small rivulets)
People inside structures will suffer 1d6 damage for partial structural damage, 2d6 for severe structural damage, and 4d6 for collapsed structures, knocked out if they fail a save vs. Death Ray, and a 25%%+10% for Severe, and +20% for Collapsed damage to become entrapped by the debris.
Tremors last as long as an eruption or only 1d10 minutes at most without an eruption. And cannot take effect or be sensed beyond their range.

http://oi66.tinypic.com/2ptoxud.jpg

Kalazyrd
Most Northern and Highest volcano of the Broken Lands
Height; 8855’ above sea level, height from surface about 6345’
Epicentral Area; 13 miles radius.
Eruption 50% chance each month, lasting 6+1d10 days; Plume 3 to 6 miles high, if then only Gentle Flow, Eruptive volume, 35.300.000 cubic feet.
Probably the oldest volcano in the region, but at least the most active and largest.
Kalazyrd eruptions are a specific Mystara type of volcanic eruption, in which highly viscous but bubbly magma within the volcano make it difficult for gases to escape. This leads to the build up of high gas pressure, eventually popping the porous cap holding the magma down and resulting in an explosive ash (flakes) eruption. This volcano is more active than their Twin volcano counterparts, with eruptive columns often reaching between 3 and 6 miles high. Initial Kalazyrd’s activity is characterized by a series of short-lived explosions, lasting a few minutes to a few hours and typified by the ejection of volcanic ashes, bombs and blocks (15% each round in the Epicentral area to suffer 2d6 points of damage in addition to each Turn in these storms any creature (except Earth Elemental Creatures or those under Survival spell influence) will suffer 1d8 points of damage, and must succeed a saving throw vs. Turn to Stone at half normal chance or suffocate by inhaled ashes. (Wet cloth enables these saves to be made as normal). These eruptions wear down the lava dome holding the magma down, and it disintegrates, leading to much more quiet and continuous eruptions of ash. Rarely is magma flow produced, but if it is slow and hardens mostly before reaching the base of the volcano. Eruptions may last for 3d100 hours.

Ash deposits may and will occur up to 3 times the Epicentral radius. Shortly after 1700 BC most was deposited in the North West, which later became the Bugburbian Pillars through erosion by wind, and water. The last centuries 90% is deposited in the South East due to the dominant wind (probably caused by the creating of the Canolbarth Forest, and thus influencing weather patterns), thus creating the Ashen Plain of Death. 10% is deposited in the North East in High Goblinia, further decreasing the vegetation there.

People inside structures will suffer 1d6 damage for partial structural damage, 2d6 for severe structural damage, and 4d6 for collapsed structures, knocked out if they fail a save vs. Death Ray, and a 25%%+10% for Severe, and +20% for Collapsed damage to become entrapped by the debris.
Tremors last as long as an eruption or only 1d10 minutes at most without an eruption. And cannot take effect or be sensed beyond their range.


If a wind of stronger than strength 8 passes over the volcano while erupting ash, or over the Ashen Plain of Death area, it will cause all areas up to 10 miles per strength of wind more than 6 away to suffer from dusty air or a coating of thin ashen muck if there is also rain. This means if there is a storm passing by with a strength of 10, up to 40 miles in the wind direction creatures may suffer from the volcanic toxicity in the air. This may cause irritation on the airways; especially wood elves are vulnerable to this. They feel the air as almost suffocating with a brine stench. Creatures have a 20% chance to be vulnerable (wood elves 40%), and the effect is a reduced constitution of -1 in cases where breathing rolls are applied (holding breath, running, the amount of combat rounds in a run before fatigue sets in, etc)..Humanoids, Shadow Elves, Elemental creatures and most animals or monsters are immune, but draft animals like horses, oxen and such are not.
If it was a Thunderstorm it would only cause a grey coating of ashen muck, spoiling harvests, and killing crops. Luckily Kalazyrd and the Plain of Death are far from civilized agriculture, so damages remain limited.
http://oi64.tinypic.com/t8ln2c.jpg
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Robin
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Re: 1 Mile Hex Mapping

Post by Robin » Mon Jul 18, 2016 7:29 pm

Broken Lands

Here as promised the last Players handout

http://6inchnails.deviantart.com/art/Co ... -622427875
on each map is a link to the other three, together they form the Corunglain-Ethengar Trail following the Streel River.
Hope you all enjoy these :halo: :P

This is a typical merchant map that players may buy in Corunglain for only 100 gold pieces. (as this map covers a very lang route 3 maps are needed)
It is the most complete map merchants have access to.
The hefty 100 gold price is normal for maps made in dangerous areas.
All details are as seen from the Trail, (often with farseer glasses), or by brave scouts who ventured somewhat from the path.
Other details not described as clearly are assumed by logic or divination.
The map will be copied by scribes on paper and delivered in a leather tube for carriage (waterproofed tubes cost an additional 15 gold)
It is roughly 1 foot by 2.5 feet long
including tube it weighs 15 cn (tube 10cn).

Some typical merchant info is added.

A stteep climb (or descent the otherway around) decreases the speed in this reggion by 5% for each 5% or part thereoff higher than 25%.
Other delays may be in raids but these may differ extremely depending upon time, guards, and the raiding force.

Caravans travel mostly in wagons at speeds of 60'/20'or 90'/30' and rarely (or not) use firced march )adding 50% to the total traveling time of 8-10 hours, but exhausting most animals , riders and drivers that they need 50% extra resting time (averagely 6-8 hours depending on individual).
Remember a Turn = 10 minutes, 1 minutes = 6 rounds on D&D Mystara.

On the Trail a common wagon with a average speed of 60'/20' passes 1 mile Broken Land hex. Hill hex, Desert hex and fords in 2 Turns and 1 minute for a total of 18 miles a day in this territory, beyond the Trail this would be 6 Turns (1 hour) for a total of 8 miles a day.
On the Trail a common wagon with a average speed of 90'/30' passes 1 mile Broken Land hex. Hill hex Desert Hex, and fords in 1 Turn and 8 minutes, beyond the Trail this would be 4 Turns for a total of 12 miles a day.
On the Trail a common wagon with a average speed of 60'/20' passes 1 mile Mountain or swamp hex hex in 1 hour, beyond the Trail this would be 3 hours and 4 Turns.for a total of 2 2/3rd miles a day.
On the Trail a common wagon with a average speed of 90'/30' passes 1 mile Mountain or swamp hex hex in 4 Turns, beyond the Trail this would be 5 Turns and 4 minutes for a total of 9 miles a day.
For easy, use any delays as given above only for those 1 mile hexes in which the delay is effective.
This way you can easily calculate how far you can travel each day, or how long the trek normally would last

Corunglain Ethengarn map 1 normally(60'/20') covers roughly 51 miles through Broken Lands, Forested Hills,Fords and a 0 miles Mountain, totaling a roughly 51 miles distance. For a total of about 18 travelling hours. = 2 days
Corunglain Ethengarn map 2 normally covers roughly 46 miles through Broken Lands, Forested Hills,Fords and a 46 miles Mountain, totaling a roughly 92 miles distance. For a total of about 78 travelling hours= 7 days.
Corunglain Ethengarn map 3 normally covers roughly 88 miles through Broken Lands, Desert, Forested Hills,Fords, and a 16 miles Swamp/morass,Mud , totaling a roughly 104 miles distance. For a total of about 30.8 travelling hours in Broken Lands, Desert, fords, and a 58.6 Swamp/Mud hours = 89.4 hours = roughly 9 days.
Together with handicaps (smaller sections reduce speed to 60'/20' at best, steep climbs/descents, sharp rocks, volcanic bombs.) this would become about 21 days for these three maps. Any raid would increase the Journey by a minimum of 1 day.


Of course the Darokinian/Glantrian mappers have made flaws. for example they are unaware of Trollhattan, and assume only a mountainlake of some sort.
Equally, venturers have seen vibrating air in the West revealing high temperatures, but they do not know what is there.
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Re: 1 Mile Hex Mapping

Post by Robin » Tue Jul 19, 2016 2:33 pm

Who can help me!!

The following area needs a more or less detailed map, but better than any Hex map.I did not find any map of this location, nor anything remotely equal. It is as of yet due RL beyond my skills,Time and possibilities to make one myself, that would suffice.
Is anybody interested in making a Black and white map of this area


Fortress Akkrass
Image
This huge fortified city has been restored, rebuild where needed and even improved by the Goblins. It holds a very long history, as it is one of the few old structures which survived the 1700 BC disaster. It is assumed to have been the ancient city of the legendary Troll Queen, but devastation of time, and the alteration of the region, greatly damaged it. And most traces of those days remaining are refurbished, overbuild, torn-down, altered, or covered in muck, paint, and other goblin stuff. Currently it is one of the (if not THE) largest fortress existing, and with the Goblins relentless desire to build it continues to be ever-changing and ever-growing. It has a central fortified city, with three large fortresses around it on a huge wall. The widest diameter of the Fortress is about 2.8 miles!!
The fortress is actually build over a small river flowing down from north East and West (top of map) on the only averagly flat and forested region. To the North, west and east the city goes up, to the south it goes down. The wall in the south are the thickest and highest.
Semblances to the real world I had in mind are mainly Chittorgarh ford castle in India, and for West/east section; gagron-fort-jhalawar and Rajgadh (moss covered walls in the North).
The inner city would be a chaotic mess of stuctures, alleys and only a few wider paths(probably leading in and out and toward the defensive side castles, and the tunnels going to Lower Goblinia...
There is not much more information available...so you have further a free hand.

Oh yeah..for those unaware; This is in the Broken Lands, High Gobliny. The castle did exist prior the 1700 BC disaster, and is rumored to even predate the Great Rain of Fire (3050 BC there was already a settlement on this very location)


Is there anybody able (time/skill) and willing to help with this??
Than inform me please.
It will be used for every Mystara fan without profit here on Piazza, of course on Pandius, and in my Blog

If more apply, please make a draft and present them here, I'll let the gamers here decide the best and that one is used, and can be finished. For storage I advise Deviantart. Easy access and up/dowload.
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Re: 1 Mile Hex Mapping

Post by Robin » Wed Jul 20, 2016 9:16 pm

For my request earlier (to help me with a simple black/white map of Akrass)
I have compiled all the physical data together.
http://oi65.tinypic.com/synzep.jpg

Hope this will help any eager beaver in creating a first draft(and eventually a final draft) of Akrass...one of (and maybe THE) largests Fortress in existence on Known World Mystara.

My sources thus far are Chittorgarh ford castle in India, and gagron-fort-jhalawar and Rajgadh and ofcourse Gaz 10
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Re: 1 Mile Hex Mapping

Post by Robin » Tue Jul 26, 2016 10:58 pm

BROKEN LANDS
An idea I got from combining the old TV series "Twilight Zone", Bermuda dissapearing Planes, MH370, Temporal time dynamics, Mystara, magic, and the following picture in general all in one. Hope you like it

I placed it as part of the Corunglain-Ethengar Trail (thus I have updated the 2nd map, if you have an older version, please dowload anew :o :P ) [url]http://6inchnails.deviantart.com/ ... -621262184[/url]


Bridge of Steel
https://s-media-cache-ak0.pinimg.com/73 ... c8da76.jpg
This peculiar area is used for centuries by Humanoids and Merchants alike, as a bridge. But what is clear to us Real world readers, is not as clear to them. The Bridge is not a bridge, but the wing of a colossal airplane, which lies here crashed since 517 AC.
DM Background Story
It was that year when Thamosin, A Thyatian doctor of temporal magic of the Great School of Magic, discovered the legendary Comeback Inn. His send adventurers returned with its hidden location and he followed them to the location. Before entering he discovered that it was powered and protected by the most intense form of temporal magic. As being a follower of the Time Immortal, and being a well experienced mage, he refused to approach the area, before unleashing all spells in his repertoire that could affect the magic of the location….So far his thoughts. What did actually happen? It is uncertain what spells Thamosin and his companions actually used, and what magic actually was affected and how. But the magic of the Comeback inn reflected back at Thamosin and its surroundings… and apparently also beyond the borders of space and time…They were never found.

What follows is taken from the talking box found within the Steel Bridge by Goblins and taken away by a caravan guard in 924AC.
<Continuous humming sound> Here Fedex Express flight 666. Trying to contact Fort Lauderdale Airport. Respond Please. Fort Lauderdale; respond please. Here Fedex Express flight 666 requiring direct guidance. 3.40 PM. We think we are southwest of Fort Lauderdale. I don’t know were we actually are. Fort Lauderdale; respond please. Here Fedex Express flight 666. I’m sure I’m in the Florida Keys, and I don’t know how to get to Fort Lauderdale. I must have got lost after that last turn heading Northwest toward the Bahamas at 2.10 PM. Both compasses and Gyro are out. Lauderdale; respond please. Here Fedex Express flight 666 requiring direct guidance. We do not see the water anymore. There is a sudden thick fog around us. Altimeter at 3900 feet. Suffering Saint Elmo’s fire all over the Plane. High Electricty in the air. Horizontal Lightning all around!! Lauderdale!! respond please!!. Here Fedex Expressflight 666 requiring direct guidance!!. BLYME…!!!! Two Volcanoes, LEFT OF ME!!. <ROARING SOUND> WHAT THE…Where the Hell am I?... LADERDALE; RESPOND PLEASE!!. Here Fedex Express flight 666 requiring DIRECT guidance. Dammyou Lauderdale; frggnnn respond please. Here Fedex Express flight 666 requiring DIRECT guidance. Oh shit. A…fkknggg mntain, Pull up, Pull up! PULL UP!!!. <CRASHING SOUUND> followed by silence.

What Follows are the Excerpts of Johan Tenmimir, Leader of the Linton Caravan through the Careanna territory (West of Dwarfgate Mountains).
517 AC Thaumont 21. The voyage was terrible. We were attacked by Kobolds, by Gnolls, and even Stone Giants, yet still survived and even our loads intact. When we just had passed the Giant Head, a magic storm appeared somewhat northwest of us, distance less than 80 miles. The storm opened up with horizontal purple lightning that seemed to come from the ground. The air became static and clouds were sucked into the storm in a reversed upside-down hurricane. Even the lightning went in. And then there was only a large grey thick cloud bank, like fog, hanging in the area. For a moment it was silent. But the strangest thing happened then. A screaming roaring sound came from the cloud, and a large demon came from it. Flying with stretched arms, covered in silver, spewing four trails of fire and brimstone into the air. Roaring we saw it leaving the cloud and flying in a straight line some what west over the Sun’s Anvil, north of the Twin Volcanoes. The roaring faded in the air, as the demon disappeared behind the mountains.. We hope we will never see that demon again, for its power must have been astounding, as it flew faster than any dragon could.The box is now stored in the Great School of Magic in Glantri, but never spoke again.

Excerpt from the dairies of Bartholomew Terisa, Founder and first user of the Corunglain –Ethengar Trail trough the Broken Lands.
625 AC, Sviftmont 12, Day 31 of our journey. We travelled through the area known by the Goblins here as “The mountain that died”. Indeed, sharp rocks and poisonous salt pits everywhere. To the Northwest lies the area where most Goblins seem to come, hence we climb the mountain North East. The Northern Mountains go up high and steep here, about 700 feet in only a five miles distance from the foot of this mountain range to where we are now. The pass follows a wild raging river in the depth of the cleft of this mountain. Cracks are everywhere. The area is clearly damaged by the two volcanoes we met a few days earlier, and had to circle around. We lost one wagon with driver and horses falling down. If this has to be the future route, dwarves surely must widen the path here and there by cutting away some rocks. Then the pass stops. In front of us the deep chasm of the river, some 100 feet lower. In front of us a steel structure; Shaped like cylinder, this steel shining structure on the other side of the cleft shines, apparently unharmed by rust and weather. A large metal bridge without leaning enables us to reach the other side. The steel (or other metal) is slippery, but the bridge is about 20 feet in width and even becoming wider on the other side. A 15’x 15’ gate has been opened within this building, to get within. Inside the structure we have thee feeling to be in a large temple or dwarf hall, thus wide and high are the measurements. The guard scouts return; to the left the building becomes much smaller, intact thus small that even as a walker you have to duck. The area is open, and it seems as if the backside of this structure suffered battle damage. Large pieces lie now below in the river. To the lift the structure opens wide. We slowly go forth, and enter the structure. Beams of steel shaped like boat beams curve around us. There is a lot of dirt within, apparently the humanoids must use this passage themselves often. Strange threads and colored cables hang from every beam and sub-beam. Closer examination reveals they hold copper. We collect as much as we can of this sudden treasure. While doing this Ogmar climbs up to discover a small outlook post integrated within the building. Inside a half curved table erected upon the former windows we only find a skeleton in a dark-blue pair of Pants and something of a black and blue coat with symbols upon. We only recognized the words Fedex, so we assume that was his name or that of his boss. Our Cleric Taros Ranging determines we have to bury this poor soul. Carefully we transport the body outside and bury it right of the large exit against the rocks partly in the ground the rest under a cairn. I took the astounding shoes. Black leather, string closed, with a sole that does not wear off. The nose is hard as steel and no horse stomp can break my toes no more, and the durable sole, apparently also holds steel, as no caltrop penetrated it and wounded me. Best Shoes ever. The humanoids have earlier torn the outlook post apart, and all papers and other material had been consumed by weather, water, fungus or animals. The skeleton must have been proud of his master’s (or own) name, as it is sprawled anywhere. Nothing of interest or value can be found. The outpost reveals that the trail continues further along the river, and then turns right up the mountain. The humanoids were nowhere to see…no wonder in this bad weather…fog, rain and a continuous volcanic haze. The area is large enough for any wagon of less than 50 feet in wagon length, to enable the right angled corner from the bridge into the structure. No further measurements are needed here as they exceed the minimum needed. Whatever this steel fortress or outpost had as goal, it was NOT erected by humanoids. My mage even thinks it has crash-landed here, but we all know only the Alphatians have flying vessels, and even those are not of steel. As thus we dump this ridiculous idea where it belongs, in the trash bin of temporary insanity of our mage.


Story from Ugha Bacha, Shaman of Akkrass, interrogated by Darokin Guard about history of region.
“We saw silver dragon fly down, wings spread when it fell into mountain pass east of Akkrass. We heard its roar and how it bellowed out its last shriek and roar. Then the river set aflame. And many good goblins died. It was three moons until the river stopped burning, and another three before it was drinkable again, instead of causing severe regurgitating, flammable Burbs & Farts, and stomach cramps pain and often death. Until that moment nobody went there. When we did we saw dragon carcass of steel. A Steel Dragon never knew they did exist. One of its wings hangs over deep creek as bridge. Body hardened like steel. Under wing hangs two dragon eggs, they be open and only steel mass within, young must be dead. We plundered innards. Dragon had swallowed many thick brown papered boxes of bleu clothing. All clothing bearing Human name Levis. This person must be rich for having so many pants and shirts in Kobold to Orc sizes. We thank Wogar for letting Dragon Bringing Levis's “Gift”. Many Goblins now wear blue pants and shirts. No food or innards remain of Dragon; other creatures must have feasted upon. Not even bones or teeth are found. There is a cursing ghost at Dawn and Dusk, never at night or day. We do not go there then. When we see pigeons up, caravan is there, or hordegroup

Up to today the Bridge of steel exists, used by both caravans and humanoids. Humanoids are afraid of the thing especially at dawn and dusk..rumors are it is then haunted, but not on other times.
The steel Bridge is 20' wide at its smallest width, and has a gate of 15'x 15' opening in a 45' wide interior. There is a small steel ladder, leading to the demolished outpost. muck and funghi and centipedes roam here. Bats live in the open structure itself. On clear days the outpost reveals Akrass Castle in the distance. Not a safe place to stay or rest. The trail curves north, crosses the creaks that make the river and waterfall North east of the Steel Bridge. The trail continues further east. Underneath the bridge hang two large cylindrical buckets; apparently originally some kind of a weapon, now mountain Pigeons live and nest safe within them. Beware when traversing the Bridge, pigeons will fly up and alert the Humanoids nearby. And if you see pigeons flying up suddenly when approaching; Beware Humanoids or another caravan is there.
Last edited by Robin on Sat Jul 30, 2016 12:57 pm, edited 2 times in total.
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Re: 1 Mile Hex Mapping

Post by Robin » Sat Jul 30, 2016 12:52 pm

It is nice to see so many read these, but I hope that some off you might respond to my plead of help and support. :oops:
Give me some reflection, input , ideas, hope. Things I can work with. ;)
there are no wrong ideas or reflections, so please ..do :lol:
Plateaux of Zyrd

Plateaux of Zyrd
This is a flat area, where according to Goblins’ memory, the Rock of Oenkmar used to be, today it holds a vast forest of petrified trees and large cracks.
The area is the result of the geological forces from below that pushed the whole area up. The plateau is a large singular slab of stone, of about a mile in thickness. Mergrath the Earth Elementalist had researched the geomorphology of the region in his research of the history of the Broken Lands. Here he learned that the Plateaux already existed in the centuries before the Great Rain of Fire. Actually, it was the summit of a mountainous region which rose upwards when the Ice sheets after the Great Rain of Fire melted away. Being first a singular mountain west of Lake Anur, with in the Northeast and Southeast far away other mountains, after the ice melted they became a chain of mountains, as can be seen in the 2300BC maps. The area was again greatly altered by the 1700BC event. The mountains were not very high, and the plateau in 2300BC estimated at a height of roughly 4800’ to 5200’ according to sources of that era, significantly lower than its current height (±6000’).

It is since 1700BC that the whole region is affected by an upward push in varying intensity and effect during the centuries which created the surrounding mountains. This pushed up the hilly area west thus high it became Mount Barbia at 15.355’ current height. This push may even still continue, especially since the Shadow Elves changed the lower areas thus that the Magma filled the magma chambers enabling Aengmor to be lifted back up. It can be certain that the Broken Lands region will continue to rise.
As in its ancient times this area was the flat top of a mountain, of which sprang even a river flowing into lake Anur, this river’s origin was much lower and further away in 2300BC. But it can even be assumed that the area was originally even lower than that, as it encompasses the remains of a vast and ancient petrified forest. This forest is thus old that the trees have petrified by being submerged for aeons. Geology lifted the area up, erosion revealed the trees, and with the uplift through the ages, the forest reached a height it never attained.

Only shamans are allowed here, as it is assumed to be haunted. Several Air Elemental creatures often roam on this area, but these only explain the physical effects of this haunted rumour. What the real reason might be is unknown, but the stone between the petrified tree logs often hold primitive drawings, and often faint whispers are heard. And some of these seem to tell stories.
From an intoxicated Orc Shaman in Glantri, the following hints were retrieved…
Ya wanna know ‘bout Zyrd…ya say??....awrighty…ya bought me alotta booze..sssso…ya áve earned ta know morrre.
B’tween the sstony logs we’ve found artsy drrrawwwings ..hips…Some olde shaman threw translate magic..ick..hips…upon it. It spoke storiesss…orrr. Better…ssens tenses..ass most was incompllets…glugluglugulp..
What sais stones ya say?...I gets there…I am proud warrior ss…hips ss-haman…ok.. stony wordzz; “we were created to growzz, to reatsch to the sssky”, “Maggickk of Godzzz Urrdhanaa gave strengthzzz.. and we gavvve…we gave its to ground”….fools aint they? Givin’ magic to groundzz, isss lozing powerrr…”we reched for sky evry birth, and on deth we waited”, “Waitinn until we retch the door in ssky”…a door...a doorz in zky..noww I telja…aint ded weirdz. Esspezzially lassst words…hips…”henss we cammme, henss wee go, wwe comme to meetz”….weirrrdzz aintzit..barffff…brougarghhh…
zzzzzzzzzzzzzzzzzzzzzzzzzzzz
He however did not survive his talkative binge and died by alcohol poisoning.

There are, however, strange plants in this region, and examples shown to Treants results them saying these are trees, within it the power of Life is great. These plants seem to be as ancient as the plateau.

Little Shaman
The area is adorned with three extremely huge drawings. Set on the map as Statues only due their size.
The first is Little Shaman as called by the Humanoid Shaman. This “little” man is a simple design, a large roughly rectangle with inside a humanoid figure with a waving arm and an owlish shaped face, and large clawlike feet, the figure is however long and slender. The total size of this picture is 800 yards from head to toe, and about 185 yards in width. The picture is chiselled out in the bedrock by using granite boulders; these worn-out remnants of primitive tools are found at the feet of the picture which is made on a slightly slanted region facing southwest.
The Humanoids are completely unaware who made these pictures, and why of this incredible size. It must be a gift to the Immortals, for only in flight (which a few goblin Shaman-Wokani did) you can really see what the strange lines in the rock envision. As thus the Shaman decided to protect and take care of these pieces of rock art, for whatever Immortal might be up there, keeping them at the friendly side may be best.

Great Shaman
The Second piece of hammered rock art in the granite rock is even larger. It almost completely covers the whole side of a mile long slanted hill on the Plateau. It is (at least to Humanoids) difficult to detail the picture, but it seems to resemble a large headed humanoid with a larger still high hat. From this hat flies a winged birdlike creature also with a hat. The humanoid seems to hold a staff, as thus it must be a mage (at least as far as the humanoid shaman agrees). There also seem to be some line directed from the figure’s hat down, but if this is a cloak or magic rays is unknown. The picture is slightly damaged as the 1700BC disaster caused a few cracks in the stone which eroded some of the picture away. These cracks go up and down the picture. The Goblin shaman tried to restore this by hammering the eroded cracks flat, but actually made the damage even worse (unknown to them though).
The humanoid Shaman, call this picture Great Shaman, and to them it is a location to communicate by their primitive rituals with the Immortals they themselves follow, fear and respect

Shaman Story
The third and last picture is the first picture the Goblin shaman became aware of. When the first humanoids entered the plateau for so long ago to make it a functional use to them, they eventually came upon this art. This is the largest piece of the three and is also created on a slightly slanted rock directed to the Southeast. It measures about 1.5 miles in width and several hundred yards in height.
The picture shows several creatures, to the humanoid shaman these are from left to right; A crooked legged longhaired female figure, a huge shining head on two short solid legs and a single solid arm, two loose heads on a rope, again a female figure with long hair, then another longhaired figure that seems to be afraid as the eyes are wide open in fright, and finally about 200 yards to the right and a 250 yards up a small figure with a large head and a helmet upon it. Its body is solid, but its legs seem bend and weak. This picture has suffered the same erosion/crack damage as the Great Shaman picture, and as thus is attempted to repair.
The humanoids think it is the women which stay behind with the Immortal (sun) while the men are away and only one returns. To the humanoids clearly the sign of a warrior race, and the one hero coming home. The one feared woman, afraid her partner does not return, the sun god smiling like the second woman as it is the hero that returns, and the crooked legged woman, must be his mother, a bit sad but proud. Thus far the Humanoids opinion on these huge pieces of art.

The Towers
A few towers on the edges of the Plateaux of Zyrd were build to protect the Plateaux in the time Aengmor/Oenkmar was indeed near the surface. Yet, as the Shadow Elves made clear recently, Aengmor/Oenkmar was much further to the South East in Gnollistan. What this area did hold, and why the Humanoids—especially the Goblinoids and Red Orcs—keep thinking that Oenkmar was here, is completely unknown.
Only one of the towers survived the ages, and it is several hundred years of age (proofed by the type of cement used in that time), so it certainly could have existed in that era. This is the tower on the North-eastern corner of the Plateaux.
The other ones are ruins. The simple brickwork, collapsed, with only a few remains standing. The ruins in the South west still harbor several rooms and tunnels dug into the rock slab of the plateau itself. But like the artsy pictures in the rock surface, these are hammered out with just stones.
The rumour of haunting on the Plateaux began here. When scouts tried to enter these recently discovered tunnels, they heard strange noises, but when the approached, the tunnels were empty.
And the weirdest of all; if you walk into a tunnel, continuing straightforward, you automatically walk out the same way you came in.
Persistent humanoids suffered nightmares when they slept, or better said tried to sleep. These nightmares were thus bad, they never got relaxation, and finally became thus tired, they all died in accidents or could not properly defend themselves in hunt or combat. All in all a good reason for Humanoids to deem the area haunted, and let the Shamans discover why, how and what to do, or not to do.

The most common thought is that the plateaux had a great military use by the Humanoids which was literally forgotten in the centuries following the sinking of Oenkmar.
The structures are clearly humanoid design, and architecture (weak and unstable), and it is a wonder how even ruins or one tower survived. One thing is clear. The tunnels spoken of did not exist in the days of Oenkmar and are more recent to a few centuries old at most.
The Plateaux lies in the shade of the higher ice-topped mountain Barbia to the West, and harsh winds blow around.

Shaman
Why and how the Humanoids made it into a religious location only for shamans accessible is also a great question. This practice began about 400 years ago, the towers could all also have been a sort of stellar constellation map or observatory, as when the solstice of summer approaches, a bright star is seen exactly above each ruin on the third day before this happens. Why this is not the solstice itself, and the towers been placed on other locations is unknown.
The Observatory of Mount Glace in Glantri assumes that the changed tilt of Mystara in 3000 BC had something to do with it, making the location much, much older than the Humanoids. Maybe there was something earlier and the primitive Shamans and Wicca of the humanoids deemed it important to covet, and harvest its powers. As thus they constructed towers or fortress-like structures upon these locations. They must have failed, and maybe it is the power which destroyed the structures erected upon it.

Barleycorn Monastery
To the Barleycorn Monastery is prominently displayed in the Night Wail adventure (TSR09303 - HWA1-3. The Blood Brethren Trilogy=Nightwail/Nightrage/Nightstorm). Depending on arrival in Time Nightwail is assumed to happen somewhere after the meteor fell. The Monastery is destroyed a generation ago by Goblins (somewhere around 975AC thus).
The adventure has some flaws though; Keep in mind that the Route suggested in Nightwail can not be done due to the river; use the “Kane Trail” instead. This begins just before the first Ford crossing the Vesubian River. The Monastery is also more central and NOT on the edge of the Plateau.

Barleycorn Monastery consists of five stone buildings in a “beehive” style, within a simple palisade wall. Each structure is a small circular dome, about 25’ with a thatched roof that rises and tapers to a point. One small windmill, stands apart from the rest. The mill‘s grindstone lies in the dirt; only one wall of the windmill stands. There is nothing of interest here except a few animals. The other four buildings stand together in a broad Alpine meadow surrounded by fields of barley. One building holds the ovens where the monks baked ground barley into bred; the other two were living quarters, now home to a few (immobile and non-magical) skeletons. What’s left of the sole standing building, once the monks’ place of worship, hides the entrance to an underground cell complex. The Barleycorn monks dug the complex to imprison and guard the Brethren.
The entrance to the underground complex is concealed with a trapdoor.--so well that the goblin raiders missed it when they destroyed the monastery a generation ago.
Further detailed description can be derived from Nightwail. Remember, the lower sections are not to be discovered until in the adventure Irila Kaze opens the way in.
The purpose of the monastery was an attempt to teach humanoids to cultivate plants, thus to reduce humanoid atacks on the more civilized world. The attempt failed, due climate, environment,sociocultural differences and unknown causes.

18-11-16 edited added comments in blue
Last edited by Robin on Fri Nov 18, 2016 5:10 pm, edited 4 times in total.
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Re: 1 Mile Hex Mapping

Post by Robin » Thu Aug 04, 2016 12:07 pm

BROKEN LANDS
Orken Keep, Trollhattan
It was in 991 AC when King Thar decided to make things better for Trolls. His initial intent was to incorporate more Trolls within the Army and then raid Darokin and Glantri. Within a few months he build a simple Stone keep, just inside the Trollhattan valley, accessible through a system of stairs and ladders. The tower was successfully finished, and he send a group of Orc chieftains to inspect, settle and prepare building a new army; A troll Army. His idea, may have been clever, where it not for one tiny (or not so tiny) thing he absolutely underestimated; Trolls eat ANYTHING!!. His chieftains returned that they could not reach the new keep, for the ladders were gone. He sent them back, with extra ladders. They again returned. “What’s da Problem.” he bellowed agitated. The wooden floors had disappeared, the chieftains complained. Angrily he pushed them aside and ordered them to follow towards the keep. The travel was tense, and Thar had not been thus angry for thus long. When they finally reached the tower, climbed down the stairs viewing the keep, the ladders were gone…again. Rope ladders were thrown down, and Thar investigated the keep. Indeed, all wood was gone, torn from the building; the floors, windows, furniture, ceiling, doors, all gone. Furious he stormed out of the now useless building, and stumbled upon a 12’ tall overweight Troll, named Hummel, looking sheepishly at Thar; “Hi”…while munching down the rope ladders. Thar had to traverse through the Trolls tunnels, through lower Trollhattan to return to his own section of the Broken Lands. All the while he was furious. He forced Haa’k Hordar to attend, but all she could say was,; “If the Troll was hungry, all a Troll can do is eat”. Since then the Orcs, never tried again, “Never underestimate the diet of a Troll!” The Keep, or what remains of it, stands bare, overgrown within the valley, occupied by the same Troll Hummel. (The Dutch word “Hummel” is often used for gullible and small toddlers, doing some mischief).
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Re: 1 Mile Hex Mapping

Post by Robin » Thu Aug 04, 2016 2:36 pm

Due to Havard pointing at M3 adventure I know now the Following, with some slight adjustments. ( a glowing cloud would surely ATTRACT sentient beings instead of frightening them off. As thus I threw away a permanent cloud, sentient creatureswould be more frightenened NOT to go there when the effect is not continuous. It would be easier for an Immortal to make the location(the Henge) invisible from outside the barrier, then just shrouding(actually inviting) it wit luminous clouds.As thus I changed this. The Mesa would seem to be a natural mesa, and thus ininvitingly than before. :ugeek:

Guardian Mesa is a noted landmark in The Broken Lands in the approximate centre of the Broken Lands, about 50 miles from the city of Corunglain. Guardian Mesa is a known landmark in The Broken Lands. Sages in Corunglain or in Glantri City can point out Guardian Mesa’s location. None of them knows for sure what it is. A high mesa of gray and red basalt rises among the sharp jagged rocks, roughly circular in shape. The mesa towers a thousand feet high and 500 feet wide. The top of the mesa is sometimes shrouded by strange clouds, much like normal clouds, but they mysteriously reflect different colours. Sometimes they have a blue tint; sometimes they look red. While you watch you see every color of the rainbow come and go. At the base of the mesa is a large cave. The cave is about 20 feet wide and runs straight inside the mesa, and is the entrance to the top of the plateau of Guardian Mesa. At the centre of the Guardian Mesa the cave is a circular lift that can magically raise the characters to the plateau top of the mesa. A permanent force field in the shape of a sphere keeps the top of the plateau out reach from outsiders. It cannot be dispelled, because it was installed by Immortals. Characters incapable of teleporting or using dimension door to get inside, have to enter through the cave at the bottom of the plateau.
On top of the Mesa ( invisible from outside the barrier), is a Septahenge (a Stonehenge with seven different arches.
To know more read Adventure M3-TSR9174-D&D-Mystara-Twilight Calling.

Nearby lays the Skeleton of the former guardian of the Mesa when it was still only an island within the Red Orclake lake. It seems to have been a Huge Dragon.

Why did the Red Orcs never enter the cave and venture atop of it and beyond? Well this isn’t sure; there might be fear for the strange lights on top of it, dragons seem to be unable to go there, so it must be dangerous, might be a common thought. Or maybe they did go there. But the magic effect of Dartka (erasing Memories of the last Month) might be the reason nobody knows. As such it can be clear that any adventurers returning from the M3 adventure will mostly forget their ventures there, except when it took more than 4 weeks, which part of knowledge will remain.

I succeeded in placing this location actually according M3 adventure description, The maps, and some other D&D blogs.
As it is a mesa it seems best somewhere in the Red Orclands,
http://sta.sh/01ul02dvieoq
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Re: 1 Mile Hex Mapping

Post by Robin » Tue Aug 16, 2016 2:15 pm

The Maps slowly come together. As more details have come in, more details come forth. Trails and roads, locations of settlements, and other interesting spots become Clear. Socio cultural behavior, erosion, all now have been placed within this map.
Here the latest version of the Eastern Half of the Broken Lands.
I have added more detail, and changed the region of the Comeback Inn, making it more logical, and according Canon.
I recently added the series of Cliffs in East Ogremoor, detailed Yellow Orkia, Detailed the Mucks, Gobliny and Kol.
Not very much has to be done with this half of the map
If you see/know something thatt is amiss, flawed, or needs to be imported in the map, or anyhing else you want to point me at.... please, please inform me. :)

Things known to finish; detail/name Ork camps/settlements in Dwarfgate Mountains.
Add heights where missing; in Red Orcland, Kolland, Gobliny
Check trails Red Orcland/Gobliny
Add farms/trails/detail Mid Darokin


The western half before and after meteor Is still being worked on :shock: :o

In Total The Broken Lands in 1 mile hexes is the most detailed map thus far I've ever created. :o :lol:

Here the direct link to the map. Remember, it may be nearly ready, but it isn't completely finished as of yet. :|
if you see a white field click on it to enlarge/view or use the downloadbutton on the right.
The latest updates of the Maps as per 26-08-2016
Broken Lands East
http://sta.sh/0rxp0mh05ys
Broken Lands West Before
http://sta.sh/0vh0nrx1kt6
Broken Lands West After
http://sta.sh/023snqhdr5uv
Last edited by Robin on Fri Aug 26, 2016 3:13 pm, edited 1 time in total.
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Re: 1 Mile Hex Mapping

Post by Robin » Wed Aug 17, 2016 9:14 pm

It took me all day, (not counting the prework before this) but as I am clustered at the PC due a bronchitis, I succeeded In the major Input of Orcus Rex, and Ogremoor on the western Half of the map.
The map is still not finished but here is the latest update. Please let me know if you like "the series of canyons and Plateaus" as canon describes.
The latest updates of the Maps as per 26-08-2016
Broken Lands East
http://sta.sh/0rxp0mh05ys
Broken Lands West Before
http://sta.sh/0vh0nrx1kt6
Broken Lands West After
http://sta.sh/023snqhdr5uv

The heights were a greusome and tedious work, but the Broken Lands part is now ready and correct as water flows as it has to flow
In my mind I walked there, I've seen the flow.


Things Known to finish;
Maybe some detail here or there in Ogremoor/Orcus Rex.
Add heights in the Mountains.
Add Height in Silver Sierras, Soth Kabree and other Western nations
Add Silver Sierras path/trails/details
Last edited by Robin on Fri Aug 26, 2016 3:12 pm, edited 1 time in total.
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Re: 1 Mile Hex Mapping

Post by Robin » Sun Aug 21, 2016 8:13 pm

In my deeep deeeep delving in the Broken Lands I discovered that there is actually no flow directions given in the Underground fluidic masses. Studying this together with some volcanists/geologists :geek: who found my Geomorphologicval study of the region not only feasible but also logical in the given circumstances. (i am proud on this :mrgreen: :ugeek:yes yes :lol: )
With some extra advice from them as thus I give them here. Hope you all like it.

Lake Morkia (lower Yellow Orkia); Stable lake, close ecological environment, No input/output water.
Gnollistan; Water Originating from Broken Lands Corner High Gobliny-Hobgobland and maybe some Of the Crashed Mountains between Broken Lands and Colossus Mountains===>seeping down to Lower Gnollistan (8-10 ml NW Oenkmar)===> into Great Mamga Chamber, pressured up as Steam vent/geyser,===> escaping in the region along the Streel River north of Gnollistan Plateau

Bugbur River(Lower Bugburbia); Originating Seeping down in Collossus Mountains===> Congregating into Bugbur River==1==> Bugburbia and ==2==>Gobliny===> seeping through channels to KolDahk River Kolland===>Shining One's Lake===>Seeping Down through Channels into Shadow Lands

Trollhattan,; Originating Rain& Vesubian River===>seeping down to reducing channels to Lower Tollhattan==1==> flowing to Lower Ogremoor===>Shadow Lands ....AND==2==>West river Pressured up to wells Huledain region===> Flowing together to form stream creeks===>flowing into Streel River Darokin Middle===>flowing into Ocean/Malpheggi swamp.

Ogreditch(Lower Red Orcland)--Originating From Plains SW of Fort Nell Darokin===> seeping through ground forming Ogreditch===>congregating into Lake Gum===>overflowing into Ogreditch===>flowing Down to Shadow Lands


Magma flow; Input Worldshield pressured up to Magma Klazyrd Chamber AND Twin volcanoes===> Thus Forming Great Magma Chamber===> Flows to Lavalake west and Lava Lake east and a small lava tunnel in Lower Ogremoor...further Down back to Worldshield (ecological lava circle--like Our Real world water circle)

The Shadow Elves in Aengmor/Oenkmar, with the intention of Rising the Rock of Oenkmar with Aengmor ontop, must close off all side ways of the Magma chamber, as the increase pressure will overflow there and make rising impossible. As thus the small down pouring lava tunnel in Lower Ogremoor has to be closed and the other gates temporarily cooled/hardened to enable a rise. When the magma rises, it will pressure the Oenkmar rock up, (guided by the Shadow Elves) through the shaft it sank down in earlier times, back up into the sandhole in Lower Gnollistan and up in the volcanic shaft in upper Gnollistann(as Shadow Elves are hurt by the sun they will probably force the rock to become stuck in Lower Gnollistan or half way up to Upper Gnollistan. As the cooling down on the large pits is then stopped, ther cooled spots will melt again, the pressure will stop, excess magma will flow down again, but with a fully filled great magma chamber and remaining channels (no air above the magma, any inflowing air/water will become superheated and pressed out through tiny vents as Geysers). This will also increase the number of eruptions of all three volcanoes in the Broken Lands, making these regular, but decreasing the released power, making the eruptions less powerfull & dangerous.(beware they are still deadly nearby
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Re: 1 Mile Hex Mapping

Post by Robin » Fri Aug 26, 2016 2:37 pm

Dragons in the Broken Lands
(Ages as per 1006 AC)
In the Broken Lands are only a few small Dragon Realms, any other dragons encountered are passing over, and live beyond the region or are visitors.
1 The First belongs to a Small Red Dragon named Gurmarmirmiriar (age 31, AL CN, M) settled in a cave in the mountain spur East of Vesubio Tertio. Gurmarmirmiriar keeps a very low profile, and feeds only on local wildlife, and an occasional lone goblin or Red Orc. He or she (which is still unknown) settled in 998 AC, and decided to learn the most it can about the region and why so many desire to pass it. In the future this dragon might decide to install a taxation system for merchant willing to pass, but it is assumed even then this will be not a too heavy burden. Gurmarmirmiriar is still young and knows it has to be careful to become successful. It is a loyal follower of the draconic traditions. As thus Gurmarmirmiriar is often visited by various Gold Dragons of the Draconic Kingdom. Both are sometimes seen when flying, they do not intend to react upon any creature below, unless it is to hunt for food. Gurmarmirmiriar does not belong to the Dragon Pyramid of another Dragon Realm, but Astlmahl surely wants to expand its territory, and may issue a fight.

2 When in 1006 The Large Red Dragon Flamewing (age 352, AL CE, F) settled in Ogremoor, tensions arose between these two Red Dragons, and it could eventually lead to combat, where Gurmarmirmiriar would clearly be on the lower hand. Flamewing had a large realm and pyramid of Dragon power. But the destruction of the Silver Sierras not only destroyed his realm, but most of its Dragon vassals. The two that did survive went far, far away. This lets assume their was bitterness and suppression. Flamewing has already battled Astlmahl, but thus was unresolved due to a sudden ash eruption of Kalazyrd. Flamewing set its new realm at the region of Ardelphia (Darokin) to Corunglain, stretching 35 miles south, 20 miles north and rapidly took control of the few small White, Green and Bleu dragons there. When Flamewing is finally slain somewhere in 1016 by the same adventurers which later destroyed the Lich of Sable Tower,(Tower of Doom arcade game) balance seems to be restored for Gurmarmirmiriar, Darokin, and all others affected. It is unknown which alias Flamewing had, but rumours tend to lead to a brutal oppressive merchant named Oswald Temmigron (suspect of selling slaves) However, this is only proven due that personal items of this Oswald were found in Flamewing’s lair, and Oswald has disappeared when Flamewing was destroyed.Oswald also could have been dinner.

3 Another Dragon living in the Broken Lands is Astlmahl a Small (almost large) Bleu Dragon from Ethengar (age 125, AL NG, M), assumed by many to be an early spawn of Kanistan (World Mountain Ethengar). This dragon is almost a ghost, and uses the Invisibility spell as if it were cookies, not sparingly, but near continuously. (Astlmahl already suffered the immaterialism magic disease due this but recovered) Its lair is in the northern side of Akkila’s Throne Plateaux and extremely well hidden, with powerful illusions and barriers. He is apt in magic and knows almost all draconic spells available to its powers, and many human-(oid) magic, although it rarely uses these.. Astlmahl mostly hunts in the Mucks feeding on local Wildlife, sometimes dining on a local Troll or wanderer (be it Human or Humanoid). It refrains from attacking Dwarves and Elves out of some unknown respect. And this is known due several experiences, that this behavior is is extended to the Demihuman’s current company. Most however think Astlmahl is a black dragon when first encountered as it often swims submerged in the muck, surfacing with black brown muddy goo. This Dragon is only visited by its half-sister Belladraag (from about 80 miles East in Ethengar Age 89, AL NN, F), and it is assumed they may form a couple in a few decades. Astlmahl has an allias of Allurtyoll, an elf of adult age and rumoured to be a great sorcerer, but very intense in action, with almost no second thought about its environment (very uncommon for an Elf).Astimahl is surely the Dragon with the greatest power over the Broken lands, and with the greatest chances to keep and expand this hold,

4 And Erronya a small female Green Dragon (age 45, AL LN, F), with a very good relation to the Kingdom of Alfheim, which lives in the Black Hills, in the alias of a Hag/Witch. She has no contact with the local humanoids other than as customer, for they all long for her homebrew healing stuff, but fear her magic. To them she is Charisma 17 in hag shape (to humans 4). She just recently made contact with the Dwarfgate Mountain’s Green Dragon Nation, and though not against it, she has not chosen to join or be a renegade. Erronya belonged to the Dragon Power Pyramid of the Gold Dragon Raspaert in Former Alfheim, but with the alteration/destruction of the Canolbarth, this dragon power pyramid fell apart. Since then Erronya is free, and likes it. However, Astlmahl may try to establish a stronger hold on the area by trying to enforce Erronya into his pyramid of power. Her humanoid identity is that of an ugly, but friendly witch(including witch spells & abilities), with an incredible amount of healing skills, spells, potions, ointments, salves and other healing implements, available to any with pay (for her hoard).

5 Then we have a single ravenous young (age 11, AL CN, M) Black Dragon named Gjullgaraah living in the Mucks since Spring 1005AC. Gjullgaraah already tries to take control of the local populace and tries to establish a new personal Dragon Realm. However, he falls under the dominion of Astimahl, living in the cliffs of Akilla’s Throne Plateau.

6, 7, 8 And finally three unrelated small white dragons independently living along the Mountains of the Valley of Khyr; Pasvrost, (age 21, AL CN, M) Ijsh-ergg-koud, (age 24, AL N, M) two males and Kal-tejung-fer, a female (Age 29, AL CE, F). All feed only on the local wildlife, and a lone wandering humanoid now and then. The belong to Gurmarmirmiriar’s Pyramid of power, but did belong to Flamewing’s pyramid (regretfully) very soon after it appeared. They all fell under Gurmarmirmiriar again soon ofter Flamewing’s death. Pasvrost and Ijsh-ergg-koud, recently battle continuously to come into the favours of Kal-tejung-fer, yet she blatantly ignores all actions of both young Dragons, only tempting them to increase their power, hoard, to share with her, and then throws back the cold shoulder. All these white dragons refrain from contact with the nearby Faenare, as they fear their magical power and air/flight agility, which supersedes their own

As all these Dragons and their Draconic visitors are refraining themselves from most direct contact on the ground, they may still be encountered when flying over, causing fear and panic in the local Fauna. When somehow confronted, they will mostly retreat, eventually.

Before 1006 there were a few more dragons But they either left to more bountiful lands or died

Karahml-Black=Small= Trollhattan-Eaten by Trolls Winter 1002 AC
Benghivust-Black=Medium =The Mucks-died by Ethengar adventurers Spring 997 AC
Kamalla-Bleu= Small =Yellow Orkia-died by Orc Adventurers Autumn 998 AC
Tervuuhr-Red=Large=Ogremoor-weakened and then killed by succesive adventurer attacks of both humans and humanoids Spring to Winter 990AC
Klarrrkoudt-White= medium=Khyr-defeated by a flock of Faenare Winter 993 AC
Gargrimm-Gold=Small=Orcus Rex-Moved away spring 1001 AC
Samanthus-Ruby=Medium=Bugburbia-slain by Glantrian Mages for components. The bones and skull became new warmachines or building material. Spring or summer 992 AC
3 unnamed Red, 2 unnamed Black, one unnamed blue, 12 unnamed white, 2 unnamed Green, and 6 unnamed Gold dragons. These died either by disease, humanoid adventurers, or conflict between dragons. they were all less than 20 years of age and small or even younger.

Their remnants were eaten and used to make warmachines or in constructions, many teeth and scales became humanoid armor or weapons.
Any hoards, though mostly small, have been plundered, but the hoards of Tervuuhr, Klarrkoudt and most of the unnamed ones has not been recovered. To the unnamed ones, this can be due their age and lack of experience (this no hoard made yet, or badly hidden and taken by others). As to the others, it was well hidden in a lair, which was in the Broken Lands, but never located or even suggested.

One other important Dragon (from the Storm over Mystara arcade game) is Synn. This is a huge Crimson red Dragon which the Blonde female mage alias and the Dragon bear the same name. Though in the Arcade game it is not directly suggested that this Synn is the same Synn as Dolores Hillsbury (night Dragon) is, the source of the original writer does It is thus best to assume that this Red Dragon Synn is NOT Dolores Hillsbury. Not only will this keep the Night Dragon Synn in the game, but enable Storm over Mystara to truly become part of Mystara's history.
Dolores maybe would have been a guiding agent in the plot to destroy this red dragon with the use of adventurers (typically a streak in her alley). However, as this will surely have implications/rammifications and other problems with Dolores she will have to retreat from directly affecting Kolland. This would thus stabilize the Humanoids and making the Broken Lands still a Humanoid place....even though other changes will happen (Shadow Elves, Heldannic Knights, Weather, Volcanism, Streel River) the region will keep its remarkable features both geological, biological and socio-cultural
The Synn dragon in the game is crimson red, and as Crimson dragons do exist on the Savage Coast, this leads to assume its origin lies there or on the Arm of the immortals.
Last edited by Robin on Fri Aug 26, 2016 4:53 pm, edited 5 times in total.
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Re: 1 Mile Hex Mapping

Post by Sturm » Fri Aug 26, 2016 2:53 pm

Very interesting, you are really wonderfully developing the Broken Lands :)
I think now PCs could really explore them and find a lot of interesting locations :) Great work!

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Re: 1 Mile Hex Mapping

Post by Robin » Fri Aug 26, 2016 3:00 pm

Sturm wrote:Very interesting, you are really wonderfully developing the Broken Lands :)
I think now PCs could really explore them and find a lot of interesting locations :) Great work!
Thanx :mrgreen:
Though the end of this map is nearby, I still have some surprises in stock... :o :lol:
The help of you, Micky, Gecko, Agathokles, Seer of Yogh, Thorfinn, John Calvin and some others were of the utmost importance.
Without these I could not have done this
So great thanx to those who helped me thus far.
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Re: 1 Mile Hex Mapping

Post by Robin » Fri Aug 26, 2016 3:12 pm

BROKEN LANDS
The latest updates of the Maps
Broken Lands East
http://sta.sh/0rxp0mh05ys
Broken Lands West Before
http://sta.sh/0vh0nrx1kt6
Broken Lands West After
http://sta.sh/023snqhdr5uv


What still to do
Checking and adding altitudes on both West maps.
Adding some minor details
Restoring some minor flaws
Maybe some detail here or there in Ogremoor/Orcus Rex.
Add heights in the Mountains.
Add Height in Silver Sierras, Soth Kabree and other Western nations
Add Silver Sierras path/trails/details
Add heights where missing; in Red Orcland, Kolland, Gobliny
Check trails Red Orcland/Gobliny
Add farms/trails/detail Mid Darokin
Maybe (and it can be I won't , as it can be too distracting) add horde info on the maps
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Re: 1 Mile Hex Mapping

Post by Robin » Thu Sep 01, 2016 9:51 am

BROKEN LANDS
Salt pits
Mud, salt, iron stains, halophile algae and hot spring activity produce a colourful but dangerous landscape. A continuous flow of super saline hydrothermal water feeds the colourful lakes and alters the original eruption site
Several times during the formation of the Broken Lands, water has overtopped, flooding the Red Orc Land basin with salt water. Thick evaporate sequences were deposited in the basin as the salt water eventually evaporated in the hot dry climate. Some of the evaporite deposits were formed by evaporating runoff water and evaporating hydrothermal brines.
Much of the floor of the region North East of Red Orclands, (known by the Local Goblins as “The Mountain that Died”, is covered by salt flats. Other areas are covered by basalt flows, shield volcanoes and cinder cones. Several craters up to a mile across can be seen on the salt flats. These are thought to be maars formed by phreatic eruptions.

Phreatic Eruptions
The explosions that form a maar are known as phreatic explosions. They are driven in part by the enormous and instantaneous volume change that occurs when water flashes into steam.
When suddenly heated, one cubic meter of water converts into 1600 cubic meters of steam. If this happens below Earth's surface, the result can be a vertical eruption of steam, water, ash, volcanic bombs and rock debris. The volcanic cones produced by these eruptions are made up mostly of ejecta and are usually of very low relief - only a few tens of meters.

In the past centuries, volcanic areas in the area around the Twin Volcanoes Gvozdenžuba & Ježibabahave been frequently visited by Caravans. These excursions can be risky because of the severe climate, the remote location and repeated attacks on Caravans by Humanoids. Armed guards accompany many of the Caravans for this reason alone.
Poisonous and Noxious Gases in the Broken Lands
[quote="AD&D1 Dungeoneers and Wilderness Survival Guides] Poisonous Gases present an unseen but real menace to all creatures that must rely on oxygen for life. These gases can be of natural origin, such as the sulphur dioxide commonly created around areas of volcanic activity, or can be of magical or manufactured origin. Obviously, the use of poison gas as a weapon of war is greatly enhanced in the constricted conditions of the underearth.
Volcanic activity can create deadly emissions of sulphuric gas that are every bit as poisonous as the bite of a venomous creature, or can generate noxious gases such as methane whose smells are so overpowering that characters have a difficult time breathing them. The occurrence of such gases is primarily a campaign function to be handled by a DM at the appropriate time. As in most situations involving poison, poisonous gases generally require characters to make saving throws vs. poison. Noxious gases should force characters to make Constitution Checks every round; failure results in a general lowering of ability scores by three, with a similar penalty applied to attack rolls. The modern example of tear gas falls into this category. Characters can be rendered quite helpless by the effects of noxious gases (when all ability scores are reduced to 0), but they are not killed because there is no loss of hit points (when constitution falls on 0 the character is unconscious until removed). Ability scores are raised at the rate of 3 per turn when the character has a chance to breathe fresh air again. Modifiers to the saving throw or Constitution Check can be applied as the DM sees fit, to account for exceptionally lethal or mild poisons or to simulate degrees of noxiousness.
Certain types of gases, such as natural gas, are either odourless or possess such a mild odor that the characters may not be aware that the gas is present until they start making checks or saving throws. Other types of gases, such as sulphur, carry such a strong odor that the characters might have a chance to hold their breath before the full force of the gas can take effect.
Natural gas, often encountered in regions where coal and oil are common, has the additional hazard of being explosive. If characters encounter natural gas and are carrying a torch, candle, lantern or any other source of open flame, the natural gas has a base 20% chance per round of exploding. Such an explosion causes 1d6 points of damage to all characters and creatures in the area with the gas. Characters entering a region containing natural gas in such quantities might be allowed to make Wisdom Checks if they are moving slowly and investigating their surroundings carefully.
More heavily concentrated natural gas, or other types of explosive gases, are possible. The DM can modify the gas’s chance of exploding and damage inflicted upward as follows: each 10% increase in the chance of explosion adds another 1d6 to the damage inflicted to the characters. Higher concentrations should also increase the characters’ Wisdom scores by 1 per 10% potency increase, for purposes of this Wisdom Check only. Note that if a gas is completely odor-free, no Wisdom Check should be allowed, since the check represents the character’s awareness of the gas’s odor and an odourless gas gives no opportunity for a check.

Any gas, whether poisonous, noxious, or harmless, can cause problems to characters by replacing the oxygen in a given area. In this case, the effects should be treated as if part or all of the oxygen in a location has been used up. Certain creatures, most notably small birds, are more sensitive to poisonous gases than humans and other character races are. A small bird becoming exposed to a gradually increasing amount of poisonous gas (not including noxious gases), the DM should make a saving throw vs. poison for the bird one turn before the characters must save. The bird saves as a 0-level human, and if the saving throw fails, the bird dies. Note that this procedure is of little help if gas is suddenly introduced to an area in high concentration. The party must encounter a gradually increasing amount of gas in order for a bird to provide any early warning.[/quote]
The Toxic Lake and Toxic Puddle
The Side streams feeding the Streel River here already did exist before most of the broken Land was formed as it is today. The oldest correct map (not one with the same basic flow flaws like the canon maps have) was that of 2300 BC. Here you can clearly see a single river springing north-west from the Twin Volcanoes, flowing North-East towards Anur Lake/Lake Grondheim. It is assumed the other creaks did exist in those days too or where “born” later. This early river Flowed down an area of hills, into a grassy plain.
With the rising of the Gnollistan Plateaux since 1700 BC, this river was broken of. Its course can still be discovered on the Gnollistan Plateaux, where the eastern section of the river old bed fed by Sun’s Anil’s creaks now flows partially as it did earlier North-east emptying into Bloodspray Falls. The Midsection is still dry, but the western section , also fed by small streams from Sun’s Anvil streams back along the old bed down into the Nankoweap region and the Streel River.

But there was a time (1550 BC) when the river could not flow away. The water flowed together and slowly formed a lake in an undeep forested depression formed north of the Twin Volcanoes.
In the following centuries the area suffered many eruptions of both the Twin Volcanoes and Kalazyrd. Sulphur and other nasty chemicals were expunged by this monsters and together with rain and streams mixed with the water of the new lake. The noxious gasses, the toxic acidic water, the layers of ash, the raising of the area, all these contributed to a major ecological change. The forest died and much of it still can be seen on the area. As the toxic air also killed off most vermin and bacterial life, all the treelogs were somehow preserved. Even those which were below the water of the rising acidic toxic lake were not affected by rot or decay. They slowly fell apart by the acid, but the logs remained.
In 1420 BC the water-acid mixture was thus high it started to flow down into Grondheim Lake, forming the Nankoweap region. It even seeped into the porous rock creating many of the upper caves today. And finally, together with the Volcano Thanos Breath in the Colossus Mountains it killed all life in and around Grondheim Lake.

Somewhere before 500 BC the great change came, and the water of Grondheim Lake started flowing uphill, between the Twin volcanoes, thus forming the current Streel River. This caused also the Toxic lake to deplete, and slowly but steadily it disappeared, until a few years before the Crowning of Thyatis Emperor it was fully gone. Up to today only a small 1 mile by 1.5 mile area still contains toxic water, as this was broken off the Streel Flow earlier. The water is deadly to consume. The smell is acrid, but mages and sages and even students of creatures would desire this fluid, as it preserves the decomposition of matter. It still works as a preservative. It is done about once a year, but there are Gnolls willing to sell this water for tools, weapons or Gold. This is done before the Natron Creek is reached when going North. Each quart of this water is valued at 50 Silver to the Gnolls but could be sold for triple to ten times that value in Glantri, Darokin, Corunglain
Beware…Ethengar, does always think the water is used to poison the Plains or wells of Ethengar, do not go there with filled barrels with this kind of water…it would be your last day.
One also could desire to get the water yourself, but the local humanoids and other vermin, not counting the dangers of the nearby Twin Volcanoes would make the risk and cost much higher than the profit would bring.
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Re: 1 Mile Hex Mapping

Post by Robin » Mon Sep 05, 2016 6:25 pm

Broken Lands
Goblin inventions

The Goblin Gliderhttp://chameleonsden.com/products/items ... mbnail.jpghttp://chameleonsden.com/products/items ... mbnail.jpg
This device enables goblins (and kobolds, heavier or larger humanoids cause a crash) to glide down from higher altitudes. Normally they have a 10 feet decent for each 20 feet forward momentum. As their hands are free, they can use missile weapons from their location. However, as surprising this attack method might be, it has its weakness, that, no brakes, parachute or similar device exists with the goblins, it is fabricated by random cloth or leather with crude stitches, and steering (no more than 1/8th of a circle left or right each 2nd round) is very difficult done by shifting weight. As thus the pilot needs some experience, or no steering is possible. Fabrics may tear while steering or descending, causing a fall. Also; the item is vulnerable to updrafts caused by fire, heat, or gust of wind spells, air elementals and such, and natural updrafts near mountains for example, leaving the goblin way higher up, with no means of defence. Falling damages are as normal.

The Goblin Balloonhttp://www.cardkingdom.com/images/magic ... medium.jpg
Goblin on personal baloon with Goblin Gun

The goblin balloon is an idea stolen from Gnomes, but much cruder. Large animals with undamaged skins are de-boned, gutted, and emptied, stitched together and filled with volcanic gasses. There are two versions, a small one for a single goblin, with no additional ammunition or weight other than itself. This version tends to stay at one altitude, drifting with the winds.

The second version resembles (more or less) a common balloon.http://2static.fjcdn.com/pictures/Magic ... 585340.jpg

From there up they can throw down rock and shout arrows. The problem is in the lack of sufficient altitude control. The balloon is set upon the weight of sand sacks, ammunition and its passengers, if either left the bucket, the balloon rises a 10’ for each 100 cn thus lost.
When they are too high to effectively affect a battle, one goblin has to climb up, and open a few stitched, slightly…if it tears open further a fall will follow. . if, done right, the balloon will sink at 20 feet each round, and will only rise with weight reduction…sometimes this means the weaker goblin has to go take flying lessons.
The items are very vulnerable to updrafts caused by fire, heat, or gust of wind spells, air elementals and such, and natural updrafts near mountains for example, leaving the goblin way higher up, with no means of defence. Falling damages are as normal.

Goblin Gun picture see above
This spring-loaded blowpipe can shoot darts up to 10 x the normal distance. Further there is no difference. It must be preloaded (taking 2 rounds for each dart), and has a load for 10, 12 or 16 shots. Normal blowpipe darts must be used; Goblins often coat these with some poison. Loading while hanging in the air on a personal balloon requires a dexterity check for each dart…if failed, roll again, or the dart is dropped. Each try loading while thus airborne requires 4 rounds. Each 7th shot has a 10% chance to jam(never to be used again) or 5% to cause the gun to explode, releasing the missiles in a 10'sphere in all directions.
Valued at 1gp per shot load capacity, weight 25, 35 or 55 cn.
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Re: 1 Mile Hex Mapping

Post by Robin » Mon Sep 05, 2016 6:41 pm

Broken Lands
The Skull of the Dragon King
It was centuries ago when there was the Overlord—a strange, alien draconic creature with a crystalline structure, which had evil intent. The Overlord was shielded from Immortal magics by the protection that some Entropic Immortals secretly gave him, so the only way some information could be gathered about him was direct investigation on Veydra. The Great One charged with this duty the faithful Star Dragon and a squad of his Dragon Guardians. They went on Veydra and learned some information about the Overlord. But when those Dragon Guardians came back to the Draconic Cluster to tell what they had discovered, no one suspected they were being controlled by the Overlord’s mental powers.
These Dragon Guardians then caught the Star Dragon by surprise in 420 AC and aided by some Gemstone Dragons in disguise, they managed to defeat and kill the Star Dragon in its own plane, effectively destroying it.
During the following century, the Flaems and the Dragons waged a cold war and competed over the Radiance. The Dragons had already discovered Radiance when the Flaems arrived, but they refrained from using it, for they feared its corrupting power, after one of them, a particularly power hungry Green, had been transformed into a horrible undead creature
The Flaems, on the other hand, had been sent on Mystara by the Overlord to watch over the Radiance itself and study it, and were also drawn to it by the Dragon’s innate attraction for magic. They quickly gathered many clues about the mysterious energy, which led them to believe that the Dragons owned the key of the great magical power. The Dragons feared and hated this type of magical researches, because the spells which it led to discover leeched the power of the Dragon Souls from the Draconic Cluster, thus weakening as well Dragonkind as a whole; moreover, it seemed that Dragons had no way to resist many of the powers of those dracologists.
It was the beginning of a half-century of skirmishes known as the Dragonwars. The war was always fought by Dragons through mercenaries, especially humanoids, or through intrigue, espionage, and assassination. The Dragonwars culminated during the Time of the Second Dragonlord. During the wars of the Flaems against the Dragons first, and then against the Overlord, the hate between the Dragons and the Flaems reached its climax. After the ascension of Diamond, the Dragons decided to leave the humans to their devices, and to send only a few spies to report on the Flaems’ magical progresses, and eventually to murder those wizards who went too far.
After the earlier destruction of the Star Dragon, concern about the Overlord among the Dragons of the Draconic Cluster was great. It was very likely—given its enslavement of the Gemstone Dragons—that the Overlord had some plan regarding Mystara. The Great One thought that an invasion coming from Veydra could be likely, but was unable to discover just how, when and why. Only a mortal could bypass the entropic protections against Immortal magic of whom the Overlord enjoyed; only a mortal at the end of his path toward Immortality could have had a chance to survive a battle against the Overlord; only someone who had enough authority and power could unite the Dragons and the other races in the joint defence of Mystara against the Overlord’s invasion. Thus, the Great One decided to put his hopes to defend Mystara on a mortal, one which would wear both the Dragonlord Arms and the Collar of Dragons and be hailed as Dragonlord and Dragonking, one who could therefore unite the Dragons and the other races, one who could embark on the path of Immortality and try to fight and defeat the Overlord. But time was short. Then, with the consent of other Immortals interested in opposing the Overlord’s threat to their favourite Prime Plane world, the Great One decided that some of his personal power had to be poured in the birth of a spawn of him which, thanks to being the son of the Greater Ruler of Dragonkind, could swiftly complete his path toward Immortality.
Meanwhile, the Gemstone Dragons had succeeded in bringing through a gate in the Adri Varma’s plateau the huge army of the Overlord—perhaps even two millions in number—, which started to march toward the Highlands. The Dragons of Wyrmsteeth faced the army in a huge battle on the Adri Varma’s lands, trying to bring down the Gemstone Dragons in order to leave the Overlord’s army without leaders. The advance of the army was halted, but the Gemstone Dragons which were still alive used all their magical might to summon the physical form of the Overlord on Mystara.

The current warmachines often still mimic the one Pazbrok created so long ago.
513 AC There the Overlord—a strange, alien draconic creature with a crystalline structure—finally appeared. Aware of the danger, the Great One decided it was time to give Thelvaenir the powers he was born to bear, and summoned him in Dragonwatch Keep in front of a council formed by himself, and the Immortals Ilsundal, Terra and Kagyar. There, having completed his swift path toward Immortality, the Great One elevated Thelvaenir to the rank of Star Dragon, with the name of Diamond, and explained him his new powers. The consent of these Immortals (which were Hierarchs themselves or acting in their place) was needed because Thelvaenir was going to use Immortal powers in the Prime Plane—something Immortal law had always forbidden. With all the powers of his new Immortal form, Diamond then went to face the Overlord itself on the Adri Varma’s plateau, and in a huge, final battle ultimately destroyed the evil creature.
While the armies dispersed, nature took over the corpse of the leader. Much of the crystalline body had been plundered, and only its skull remained. It was Pazbrok, an intelligent Goblin warlord and engineering tactician who decided the skull could be used as a base for a warmachine.
The following centuries the settlements on the Adri Varma Plateaux, in Glantri, and finally even in Darokin fell victim by the raiding groups of these Goblins and its offspring. It is uncertain, how when and why the skull reached High Gobliny in the Broken Lands, but it can be best assumed, that the Goblins of the tribes united in forming a stronger and larger group, as a nation.
The last attack of the Skull warmachine was in Ethengar 800 AC during Orcwars. But they were overrun by the Ethengarians using the swift horses to make hit and run tactics, while the humanoids having no large targets to use the warmachine against. Then the grasslands were set aflame, causing the goblins to disperse quickly. Of this large raid, only a few goblins survived, and they also lost the warmachine.

It was not until King Thar united the Humanoids; the skull became again available to the Humanoids, and was returned to its current location.

Here shamans now tried to learn all they can about magic, in the hope to learn new spells or gain powers from the long gone Dragon King. The skull however has long lost any magic, which dispersed over the decades into oblivion.
The skull itself, however, became a sort of symbol. And today the location of the Skull of the Dragon King is the sole thing humanoids could offer in “being a magical university”.

Here all Humanoid Wicca, Wokani and even Shaman regularly come. Here they often make their rituals for new spells or spell levels. Thus here many new (often already known elsewhere) spells were learned, relearned and spread among they other humanoid spellcasters. Thus making the expanded spell list given here after;

There are spells learned here other Humanoid races do not neither know nor do share. Sharing is not something Humanoids do, however, the mutual discussions enables each race/tribe/horde to learn what desired.

Spells NOT found here are spells from non-humanoids (Humans, Elves, etc) and the Liquid spells of Jammudaru


New additional Humanoid Spells (adapted to Mystara basic D&D rules from Old Dragon Magazines and AD&D2 sources)
Chitin invented and often used by Orc mages with arachnids—945 AC
1st Evocation spell
Range: 10 feet
Duration; Instantaneous
Area of Effect: 1 creature
Saving Throw: Negates effect
This spell turns the skin of the target into tough, articulated chitin for the duration of the spell, giving the caster a spider-like appearance. While the duration lasts, the target becomes Armor Value (AV as per Thyatian/Alphatian Gazetteer) 2 against hand hurled missiles (Axes, Javelins, Spears, etc.) and AV 3 against small device propelled missiles (Arrows, Bolts, etc.) and AV 4 against all other attacks. This spell also gives a save vs. spells against Magic Missiles, where normally non would exist. A successful save would negate that missile completely (additional saves against several missiles are penalized cumulatively by 1 per missile—1 =-0, 2=-1, 3=-2, 4=-3, 5=-4, etc.). This spell doesn’t have a cumulative effect with any other spell, be it Magic or clerical, from scroll, item, or cast upon. This spell is primarily used by Humanoids, and then mostly those who have to do with Spiders or other insects. Until recently, this spell was unknown to humans and demihumans alike.
Spiderbite invented and often used by Orc mages with arachnids—495 AC
1st Enchantment spell
Range: touch
Duration; special
Effect: 2d8+level or hit dice of the caster of hit dice of living creatures.
Saving Throw: None
This spell will enable the caster or another touched creature to induce a special sleep-inducing poison upon biting an opponent. This requires a roll to hit in combat. The caster can put (2d8+level or Hit Dice of the caster) Hit dice worth of creatures to sleep for 4d4 Turns (up to 2.5 Hours). It will only affect creatures with 4+1 Hit Dice or less—generally, small or man-sized (no being bigger than an ogre=10feet) and he must successfully bite them. When a creature is bitten that has more hit Dice the poison will still be used, but without effect (deduce the HD from the remaining HD that can be affected by the bite). All the creatures to be affected must be bitten. The spell will not work against Undead or very large creatures, such as Dragons. Any sleeping creature may be awakened by force (such as a slap or a kick), but not by vibrations, sound (except when the sound brings damage). A sleeping creature (excluding large beings) may be killed with a single blow of any edged weapon, regardless of its hit points. The total number of hit dice of monsters affected will be equal to 2d8+level or Hit Dice of the caster. These victims get no saving throw. Any unused poison disappears when the caster falls asleep or loses consciousness, or after 16 Turns. The bite will do no special or additional damage, other than the normal chance off infection as with most other wounds.
Animate Skeleton
2nd Necromantic spell
Range; 30 feet +10 feet per level of the caster
Duration; Permanent
Effect: One skeleton/level
Saving Throw: None
Components: special Deathmaster salve
Casting Time: 2 rounds per skeleton
Animate skeleton is simply a weaker version an Animate Dead spell that produces one skeleton for every level of the caster. The caster must prepare a special salve to rub on the bones to make the skeleton receptive. This takes one round per skeleton. The Magic to animate them then takes also one round to cast. The rubbed skeletons can be so animated anytime within 24 hours after their rubdown. The salve costs 10gp and 1 hour per skeleton to prepare. The Animation of Corpses is an Evil Act!!!
Animate Zombie
2nd Necromantic spell
Range; 50 feet +10 feet per level of the caster
Duration; Permanent
Effect: One Corpse
Saving Throw: None
Components: special Deathmaster salve
Casting Time: 2 rounds per Zombie
Animate zombie is simply a weaker version of an Animate Dead spell that produces one zombie for every level of the caster. The caster must prepare a special bath of special salts for 1 turn prior to the spell casting. Such a bath can soak ten corpses for a preparation cost of 200 gp. The corpses can then animate in 2 rounds at a range of 50 +10 feet per level of the caster. The (volcanic)salts must be collected and mixed, prior to the creation of the bath, The salts can be stored indefinetly, and 1 LBS is needed per bath.. Each LBS Salt is valued 2 sp to commoners, but to Necromancers, Embalmers, Deathmasters, and Gravediggers, the salts are valued at 50gp/LBS. The Animation of Corpses is an Evil Act!!!
Mudpack Invented By Borbash, a Red Orc Broken Land 777 AC
2nd Conjuration spell
Range: 30 yards
Duration: 4 rounds maximum
Effect: 1 creature
Saving Throw: None
Components: a fist sized ball of mud
This spell causes a small ball of mud to speed toward the target. If the target fails a saving throw vs. spell (modified by Dexterity), the target is instantly covered in a thick layer of mud. The mud covers all areas of the creature’s body including eyes, ears, clothing, armor and weapons. The mud makes manoeuvring in combat difficult and renders weapons unwieldy. Until the mud is removed, the victim is blinded and deafened, If the mud is removed from eyes/ears (1 round) He only suffers a -2 penalty to attack rolls and a + 2 to Armor Class, If wiped/scraped off (2 rounds)a -1/+1 penalty to the same rolls. After spending another 2 rounds clearing away the mud, the victim suffers no additional effects other than a filthy appearance. The mud remains, stay until thoroughly cleaned off with a good bath. This spell affects only creatures of human size or smaller (it simply fails on any person larger than 7 feet height and 3 feet diameter (including equipment). A mud covered creature gains 25% bonus to hide in the surroundings, due to the overall equal colourings.
Spider Climb invented by Krughrak –Orc Wokani in 785 AC in Thyatis
2nd Alteration spell
Range: Touch
Duration; 3 rounds + 1 round per level of the caster
Effect: creature touched
Saving Throw: Negates
Components; A drop of bitumen and a live spider, both must be eaten by the recipient.
A Spider Climb spell enables the recipient to climb and travel upon vertical surfaces as well as a Giant Spider, or even hang upside down from a ceiling. Unwilling victims must be touched and are then allowed to a save vs. spells to negate the effect. The affected creature must have bare hands and feet in order to climb this manner, at a movement rate of 60’/20’ and halve that if encumbered more than 800cn. During the course of the spell, the recipient can’t handle object that weigh less than 15 cn, for such objects stick to his hands and feet. Thus a Mage will find it virtually impossible to cast component spells if under a Spider Climb spell. Sufficient force can pull the character free; for example a creature with a Strength of 12 might pull the subject of the spell free if it fails a save vs., paralysis. The caster can end this spell with a single word. The recipient must eat the components, but no misfortunes of any form will affect him, (poisoning, stomach pain, or else) will affect the target if it would normally do so after swallowing the components. Krughrak used it on the many thief friends he had for 50% profit. Any oiled or slippery surface (including surfaces under effect of Slip, Oil Skin or similar spells) will be unable to be climbed, even if affected by this spell, you fall down.
Spider Eyes Invented by unknown Ogre Wicca 1001 AC
2nd Alteration Necromantic
Range: Special
Duration: 1 Round per Level
Area of Effect: Special
Saving Throw: None
Components: Any Living Arachnid
By means of this spell, a Wizard can temporarily see through the eyes of any living arachnid, which the caster must touch. Small, harmless living spiders are usually employed, the caster using them as spies to see things where the caster doesn’t dare to go. More rarely, this spell is used on a giant spider (successful attack roll is required if the spider is hostile and not surprised) to see through the eyes when battling it, so that its opponents can take advantage of striking from where it can’t see. This spell doesn’t give the caster any control over the arachnid nor even direct mental contact with it, merely a mystical linkage with its eyes. Most spiders have eight or even more eyes—simple eyes whose vision is readily understandable to most intelligent races, not compound eyes. The sight afforded by the spell has the effectiveness (range and possible infravision, second sight, etc.)of the spider, and unlimited range as long as the duration lasts—limited, of course , by how far the spider travels. Usually this spell is used to try to spy out a cave, hall, or other guarded area before the caster or companions enter or attack it—but often, frustratingly, the chosen spider refuses to cooperate and look where the caster wants it to, unless controlled or influenced by additional spells. Certain Magical barriers sever the link between the spider and the caster. The caster can’t continue to see through the spider’s eyes if it or the casters move to another Plane of existence
Spider Cord Invented by Orcs using Arachnids—944 AC
3rd Conjuration spell
Range: 5 yards per level of the caster
Duration: 3 Turns per level of the caster
Area of Effect: special
Saving Throw: Negates
Components; A strand from the web of a giant spider
This spell gives the caster the ability to project thin, sticky ropes of fibre reminiscent of a spider’s thread. The cord must be conjured so as to bind two objects or surfaces together. The cord is 1 inch thick, semi-elastic, and can be up 2 yards long/level. At caster’s option, the strand can be sticky or not. The caster can Conjure 1 cord per 2 levels but can activate only 1 each round. Activating cords after initial casting requires concentration and has an initiative modifier of -3.
This spell can be used to bind a human-sized or smaller creature to an object or surface in range. A target creature receives a save vs. Spells to avoid the effect. If successful, the cord fails to bind the target but remains attached to another surface. Such a cord can then be attached to another surface. The adhesion at the end of the cord remains full the duration. If it fails, the strand attaches onto the victim at a random location.
For humanoid creatures roll 1d100 and use the table. The caster can attempt to bind a cord to a particular part of the body. This attempt grants a bonus to the victim’s save as per table. If the caster desires to bind 2 creatures together, each must make a save. If one fails, but the other succeeds, one end of the cord is attached to the one that fails its save, but the other end appears near the 2nd victim unattached and fails to adhere to it, leaving the 2nd target free to move unhindered. If the caster wishes to bind the targets arms together, for instance, the target creature is entitled 2 saves, each with a + 3 bonus.
If weapons are used in an attempt to free a victim, each cord is treated as AC2AV0 and breaks after sustaining 10 points of slashing damage. Snapping a strand or pulling it free of an attached object requires a successful Strength check on 4d10. If a cord is exposed to a fire source, it bursts into flames that spread to any surface the strand touches. Creatures attached to a flaming cord suffer 1d6 points of fire damage, and if the area of their body is flammable (clothing for example) it ignites. A cord burns for 1 round, after which it crumbles to ashes. The caster can end the spell prematurely with a snap of his or her fingers. When the spell elapses, all strands dissolve and disappear.
Spider Cord Table
1d100|Affected location| Save 01-15|Left Leg|+3 16-30|Right Leg|+3 31-76|Torso|+1 77-87|Non Weapon Arm| +2 88-98|Weapon Arm|+3 99-00| Head| +6

The following spells are discovered by the sect of Slime Mages and Wokani Followers of Jammudaru the Slime lord. From Dragon Annual 4
Dormancy
2nd Alteration spell
Range: 10 yards per level of the caster
Duration: 1d4 turns
Area of Effect: 30’ cube
Save: Negates
Dormancy causes Green Slimes to “sleep” for 1d4 Turns, ignoring the sensory triggers that normally cause it to drop on passing creatures. The slime “awakens” instantly if fire or extreme cold is applied to it. This spell can also be used on all animals that hibernate and will then last for only 1 Turn. This spell doesn’t work on other slimes or animals.
Liquid Orb Discovered by Wokani Followers of Jammudaru the Slime lord
2nd Conjuration spell
Range: touch
Duration: 1 Turn +1 round/level
Effect: 1 pint per level
Saving Throw: None
Components: a drop of water
When the spell is cast, an orb of non-flammable liquid comes into existence in the caster’s palm and is held by the Mage through a Magical increase in the sphere’s tension. The liquid maintains its spherical shape until released by the caster or until the end of the spell’s duration. The temperature of the sphere is always that of the surrounding air (which must be above freezing 33degrees Fahrenheit and below 70degrees Fahrenheit) and may not be altered except through normal means. The sphere may be thrown, but its accuracy is very poor, (30’ range, -2 to hit) and it does no damage to non-fiery creatures. The sphere may be used to put out fires covering up to four square feet per pint (4 extinguishing points per pint). The orb does 1d4 hp damage per gallon (8pints) to any fire based creatures such as fire Elementals, fire salamanders, etc. The caster may not make a called shot with the sphere, and the liquids can’t be used to blind opponents. This spell may be used to supply the caster with small amounts of fresh drinking water, nonmagical ink, clothing dye, fruit juice, cider, soup, or any other known non-flammable liquid that causes no damage to normal creatures (thus excluding acids, poisons, and alike);be creative !! The spell has an absolute limit of four gallons—a sphere the size of a small beach ball.
Slippery Skin Discovered by Wokani Followers of Jammudaru the Slime lord
1st Alteration spell
Range: Touch
Duration: 1 Turn per level of the caster
Effect: 1 target
Saving Throw: None
Components: a piece of skin from an Amphibian
The creature affected by Slippery Skin exudes a slippery chemical that quickly coats both skin and clothing. Attempts to grapple or constrict the creature are made at -4 penalty. Attacks affected by the spell include those of constricting snakes, wrestling, Trappers, Lurkers, and other creatures or magical items ( such as a rope of constricting) that attempt to bind or constrain the creature. Saving throws or Dexterity checks for avoiding entrapment are made at a +4 (or 20%) bonus. The character also gains a +4 (+20%) bonus to escape from bonds or shackles or to squeeze through tight places.(in fact the character can crawl through small places 1 inch smaller than his width). He will move unhindered by himself, unaffected thus by this spell. But on an area affected by a Slip spell area he can’t getup at all.
Acid Arrow Discovered by Wokani Followers of Jammudaru the Slime lord
1st Evocation spell
Range: 180 Yards
Duration; Special
Effect: One target
Saving Throw: Special
This spell will make the caster regurgitate his or her own stomach acid in such an explosive ray forward that it can affect any one target. This target will sustain 2d4 damage and all objects carried by the target must make a save vs. Acid. Any failure will result in 1 round of Magic reduction (-1 or -1d8 charges per round), and other wise destroy most common items. With ever three levels of experience the acid will last effective 1 round more, and bringing the same amount of damage again. This acid will be neutralized by lots of water or other liquids (at least 1 quart/hp damage done)or when the duration is passed.
Acid Web Discovered by Wokani Followers of Jammudaru the Slime lord
2nd Conjuration spell
Range: 10’
Duration; 24 Turns (4 Hours)
Effect: a volume of 10’ x 10’ x 10’
Saving Throw: None
This spell creates a mass of sticky strands which are difficult to destroy except with flame or water. It usually blocks the area affected. Flames (from a torch, for example) will destroy the web in 2 rounds, but all creatures within the web will be burned for 1d6 points of damage. If used on a siege weapon it will render it useless for the whole duration. Strength can also be used to break free and the stronger the easier the web will be broken. See table. The web can’t be dissolved with acid, but only with lots of water (up to 1liter per level of the caster) or fire. Any being in the web will be burned by the acid for 1 point per round. If someone else touches the web he will sustain 1 point of acid damage also. The acid will stay active for 1d3 rounds after contact, but any water applied to it will stop this “biting” process immediately. Any body in the web can be killed with a single stroke of a sharp or pointed weapon. Any fire used against the web will damage them for half the normal damage done, as if applied directly to them. A siege weapon will be disabled permanently by use of this spell, when the Acid Web resides on the weapon for more than 1 Turn. When the spell ends the strands will slowly dissolve on themselves into a puddle of lowest strength acid.
Magic Web table (any web spell)
Strength (including magic induced)| Break free in 24+|destroy web as if it isn't there 22-23|1 round 20-21|2 rounds 18-19|4 rounds 16-17|1 Turn 13-15|1d4 Turns 9-12|2d4 Turns 6-8|2 hours 5 or lower| can't
Drop of Slime Discovered by Wokani Followers of Jammudaru the Slime lord
2nd Evocation spell
Range: 10 yards per level of the caster
Duration; 1 round per level of the caster
Effect: One target
Saving Throw: Special
The Drop of Slime is a tiny black, sticky sphere that strikes a target using the caster’s THAC0. The Target may count only Dexterity and Magical item modifiers, not Physical Armor or Magical effects for determining Armor Class. The Drop of Slime splashes over the target’s body, sticking to possessions, limbs, weapons, and armor. The slime is acidic and slowly eats away leather, metal or wooden possessions and skin, inflicting one point of damage every round (a successful save vs. poison indicates no damage each round). Most clothing is destroyed after only 2 points of damage, padded or leather and metal armor loses 1 AV for each 5 points of damage lost. The slime can be removed by 2 flasks of any oil within a single round; lamp oil works fine, but Greek fire takes an extra round. The slime is also flammable and may be burned of , although the Flame inflicts 4d4 points of damage to the target and his possessions in the process. A successful Dispel Magic removes it immediately. Although the Drop of Slime damages any size creature, a single drop is enough to cover a medium sized being(Human)or smaller. If a larger creature is hit, not all of his possessions are affected. Assume a drop has 50% chance of affecting any particular item held by a large (Ogre) sized creature, a 25% chance of affecting an item held by a Huge sized creature( Small Giant), and a 10% chance of touching Giant creatures. The slime will also disable Swimming or flying feathered or hairy animals to swim or fly. If others touch the victim they will not be affected, but also can’t scrape it off.
Resist Slime Discovered by Wokani Followers of Jammudaru the Slime lord
2nd Abjuration
Range: Touch
Duration: 1 Turn per level of the caster
Area of Effect: One target
Save: None
Component a tiny glass shield (which can be reused)
The subject of a Resist Slime is better able to defend against amorphous creatures. Creatures that exude a corrosive acid (such as Ochre Jelly, Gray Ooze, and other related creatures) find that the target’s skin is tougher to dissolve than expected. The target skin Armor Value is considered 4 points better, and any saves made against acids are improved by +2. Anyone affected by the spell essentially feels an extra layer of skin over his or her own. The target’s own skin itches and burns underneath the mystical coating. While the effect is certainly preferable to being dissolved by acid, many people are unwilling to subject themselves to it often. The itching causes no hit points or ability scores loss, but it mighty make the target irritable (CH-4).
Spore Cone Discovered by Wokani Followers of Jammudaru the Slime lord
3rd Evocation spell
Range: 0
Duration: Instantaneous
Area of Effect: 60’ long x 20’ wide cone.
Save: Halves
Component A spore from a Gas Spore or any other fungus or Mold
The Spore Cone resembles the attack of certain Mouldy creatures. When the spell is cast thousands of tiny seed-like spores shoot through the air at high speed, inflicting 1 point damage per level of the caster. Creatures caught in the spell’s effect must also make a saving throw vs. spells or spend the next 2 rounds clearing the spores from their eyes and throat. Any creature killed (that is, reduced to 0 hit points or beyond and not raised or resurrected) by the Spore Cone becomes a host and sprouts Yellow Mold after 3d6 days, negating thus any chance of raising the creature from day 4. A creature that fails its saving throw vs. spells dies 2d8 days later and hosts a new mould 5d6 days after death. A Cure Disease spell removes the spores from the dead creature’s body if cast before the mould sprouts. Non-breathing creatures or creatures with an natural AC of 0 or better suffer one half damage from the spell. Constructs and creatures composed of inorganic matter (like Skeletons, Golems, Elementals, animated Statues and such), are unaffected.
Transmute Slime to Rock Discovered by Wokani Followers of Jammudaru the Slime lord
3rd Alteration
Range: 30 Yards
Duration: 1 round per level of the caster
Area of Effect: One target
Save: Negates
Component A piece of Hardened Lava
This spell is a quick defence used against any amorphous creature. The spell temporarily turns any Slime, Pudding, Ooze, Jelly, or other amorphous creature into plain stone. The caster may then prepare other methods for destroying the creature, move it to a position where it might be used against his enemies, or calmly avoid the creature. This spell is always used to capture the Black Puddings before a Feeblemind Black Pudding spell can be cast on it.
Wall of Gel Discovered by Wokani Followers of Jammudaru the Slime lord
3rd Evocation
Range: 60 yards
Duration: 1 Turn per level of the caster
Area of Effect: 10’x10’x2’ section per level of the caster
Save: None
Component a square of clear glass
The Wall of Gel spell creates a transparent, Permeable wall that protects against winds and gasses. It offers some protection against missile weapons (small only, as they pass through the wall they suffer a -2 penalty to hit) and spells. Evocation spells do not penetrate it, but might destroy it. The wall affects creatures attempting to pass through it as well. Any creatures touching the wall must make a successful save vs. TS or be unable to attack, move, defend, or take any other action for 1d4 turns. Any creature walking through the wall suffers a -2 penalty to its save. Each section is AC 8AV0 and is destroyed if it suffers 24 damage. Sections can be destroyed without affecting other sections, so the Wall may suffer “gaps” and still stand. If the caster chooses when casting the spell, he or she may mentally cause the wall to move at a movement of 1’/round, for 1 round/level of the caster. Since the depth of the wall is hard to determine, enemies might think the caster is driving a Gelatinous Cube before him.
Gelatinous Form Discovered by Wokani Followers of Jammudaru the Slime lord
4th Alteration
Range: Caster
Duration: 1 Turn per 3 levels of the caster
Area of Effect: the caster
Save: None
When this spell is cast, the caster’s composition changes to that of fluid gelatine. The caster may keep his or her own form, change form to any other creature of the same size, or become a shapeless blob. Each change requires one round of concentration and can be disrupted as spellcasting (with the same risks, but the caster can make another attempt the next round). The caster can’t duplicate an individual. In fact, the race of the desired form can barely be discerned; only the general shape with regards to limbs and appendages. In the shapeless blob form, the caster moves like a Black pudding, with the ability to creep under doors or through small cracks. The caster can’t mimic the magical properties of any creatures. He can strike as a Black pudding by extending a Blunt pseudopod, but the damage is only 1d2. While the spell is in effect, the caster suffers one less point of damage from any weapons or natural attacks, since his resilient body absorbs some of the attack. The caster is unable to cast spells except when in his natural form. The weapons that are specially designed to harm or destroy Amorphous Life forms will be normal effective on the caster also.
Slime Guardian Discovered by Wokani Followers of Jammudaru the Slime lord
4th Conjuration spell
Range: caster
Duration: 1 rounds per level of the caster
Area of Effect: The caster
Save: None
Component; a small jar of ointment specially prepared (see recipe)
The spell causes the skin and clothing of the caster to begin to glisten with a chromatic sheen, like a soap bubble in the sun. The wizard is the actually covered with a symbiotic slime creature (from Dimension of Nightmares), protecting him or her from any touch attacks and reducing physical damage from weapons or natural attack by one point. Any touch attacks aimed at the caster affects the slime creature instead, including level drains from the Undead, Petrifying ouch of a Cockatrice, and touch dependant spells(like touch curses or kisses or Shocking Grasps). The Guardian is considered to have one hit point per level of the caster and has 1 Hit Dice per 3 levels of the caster (round down). If it suffers the effects of Petrification or similar life destroying effects, it crumbles away from the caster, its benefits forever negated. The Slime Guardian doesn’t protect against Disintegrate and other such deadly area-effect spell. If the Guardian is killed, it crumbles to small particles which will become liquid and then evaporate (even with temperatures of 100 minus Fahrenheit). Otherwise it can’t be removed unless the spell is dispelled. Area of effects spells might destroy the creature prematurely, although the caster is subjected to an area spell and makes his or her saving throw, the Guardian is supposed to save also (as ½ fighter according to HD).
Last edited by Robin on Mon Sep 05, 2016 11:26 pm, edited 1 time in total.
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Robin
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Re: 1 Mile Hex Mapping

Post by Robin » Mon Sep 05, 2016 8:34 pm

Broken Lands
As you can see I delved a bit deeper in Humanoids than just the map. This mainly because all sociological behavior (this includes magic affects culture and culture affects use of ground)
The following Link leads to an excell sheet with the expanded spell table for both shaman and Wicca
https://drive.google.com/file/d/0B5L0rn ... sp=sharing

Chance of success
Changes of Learning existence of a spell are the % chance to find.
Chances of learning spells are per following formulas; (use IN for Wicca and WI for shaman)
Common spell; ((IN/WI + Lvl) x 2) - (3 per spell level) % chance to learn spell.
Uncommon spell; 40% chance to find; ((IN/WI + Lvl) x 2) - (4 per spell level) % chance to learn spell.
Rare spell; 20% chance to find; ((IN/WI + Lvl) x 2) - (5 per spell level) % chance to learn spell.
Very Rare or New Spell; 10% chance to find; ((IN/WI + Lvl) x 2) - (6 per spell level) % chance to learn spell.
As DM, feel free to give bonuses to the chance of success if the caster sacrificed extremely valuable treasure or magic items. No matter what the result, the treasure is destroyed and the Spellcaster may suffer the effects of the Ritual of Passage it thus made.
There are spells granted by Immortals to their followers which are Uncommon to them, and Rare to Very rare to others, example; all Liquid spells of Jammudaru.
A few spells from Dragon Magazine I have listed in the post above, but most can be found in the Rules Encyclopedia, AD&D2 Priest or wizard spell Compendiums.
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Robin
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Re: 1 Mile Hex Mapping

Post by Robin » Tue Sep 06, 2016 11:05 am

Broken Lands
Delved deep from Gaz 10, but clarified more.

Popular spells for humanoids usually locate or summon food, but all tribal shamans reserve a spectacular effect called Waving Lights (equal to 2nd level for dispelling purposes) just for ceremonies, not available to other casters. These moving lights are bright shifting bands of red, yellow, green, blue, violet, and orange in varying intensity and shade (similar to Aurora Borealis-Northern Lights). Each solstice these glowing ribbons illuminate the goblins’ frenzied all-night dances up to 300 yard away from the caster. Further the effect sheds light as a light spell, but last as long as the caster desires or until the first sunrays dispel it. It does not require memorization or even uses a spell slot. A Shaman can create as many different bands of 1d4’ wide and his HD in yards length as his Shaman level. Often all Shamans contribute to this effect, making it a massive dance of lighted bands. No concentration is required, the effect can’t be disturbed and other spells can be cast and other actions can be done as normal.
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Robin
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Re: 1 Mile Hex Mapping

Post by Robin » Tue Sep 06, 2016 11:07 am

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