Posts for: #Location

Vidrir’s Grove

Vidrir’s grove is a place of wild and untamed beauty, a testament to the druid’s deep connection with the natural world. The air is thick with the sweet scent of blooming flowers, and the sound of birdsong fills the air, a chorus of melody that seems to come from every tree and bush.

The grove is a lush and verdant oasis, a riot of greenery and life that seems almost out of place amid the surrounding woods. Thick, gnarled oaks rise up from the earth like ancient sentinels, their branches stretching outwards to embrace the sun-dappled sky.

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Winter Court

  • Restful Buck
    • Inn and tavern; features a great mulled wine
    • Jared is the head bartender
    • Regular poker game with the local
    • Small stage inviting performers
    • Magical sonos system sounds fantastic
    • Luxury
  • Alora - Lady of Winter
  • Trius - Winter Knight (oath of the ancients paladin and weilder of a Moonblade)
  • Levi - Arch Magus (Alora’s court wizard)
  • Night Garden’s Circle
    • Apothecary and magic shop
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Winter Court Outpost

Nestled at the edge of the winter realm, the elven outpost stands adorned with ethereal silver banners, glinting like frost-kissed moonlight. Before you rises an awe-inspiring silver maple, its branches reaching skyward over 100 feet, crystalline leaves gently whispering the tales of ancient winters. The air is crisp, carrying the scent of pine and a distant promise of snow. Ice sculptures depicting elven lore flank the entrance, guiding visitors toward the heart of the Winter Court’s domain.

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Winter Leyline Temple

Chamber 1 - Entrance

  • When the entrance is approached, an Elvish voice asks for a token of proof they are worth of trust.
    • Solutions include an offer of blood, a symbol or amulet from the elves (Order of Seasons of the like), or a crystal leaf from the great maple tree.

Chamber 2 - Tomb Guardian

  • A Spectral Knight wearing silver Elven armor materializes and say they may pass if someone is brave enough to fight him in single combat.
    • Casts a cylindrical barrier at the start of combat to isolate the contest
    • AC = 17
    • HP = 40
    • Actions
      • Armor of Frost - +10 temp HP, rebukes hits with 5 frost damage
        • Cast by crushing a crystal overhead; dust forms into ice armor
      • Greatsword x2 - +5 to hit; 10 (2d6 + 3) slashing damage

Chamber 3 - Chasm

  • A narrow path over a “bottomless” chasm
  • Anyone standing on the path is hit with beams of frost (+7 to hit; 2d8 cold damage) each round.
  • The beams of frost emanate from 4 crystals 15 feet up on the walls of the cavern
    • Crystals have an AC of 10 and 1 HP; crystals will regenerate after 1 hour.
  • It will take 10 rounds to cross the path to the other side.

Chamber 4 - Leyline Crystal

  • In the center of the hexagonal chamber, a large purple crystal is embedded in the floor.
  • It is surrounded by a circle of ancient runes feintly flowing with energy
  • At equal intervals in the circle of runes are smaller, similarly shaped crystals embedded in slots surrounded by additional runes.
    • There are four slots, but only three are currently filled.
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