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Radiun
2009-09-23, 07:31 PM
A locale homebrew, this is a multi-post one.
Please tell me which parts don't make sense/need clarification.


Petisse Hurthi: A Geographical Overview

Petisse Hurthi is carved into a mesa with magic-nullifying capabilities.

The mesa is dotted with various vine-curtained entrances that shrink from small to barely big enough for a cat to squeeze through 15 feet in and then grow to a more accommodating 5ft high by 5 ft across, spacious considering the Kobold’s small size.

The mesa is fairly steep, but can be scaled by foot following a worn, carved path that circles the mesa a few times before reaching the summit, though there are a fair number of gaps in the ‘road’ that can only be traversed by lowered draw-bridge. The mesa is covered in greenery, mainly grass, a few shrubs where berries grow and what few plants can grow from the hard walls.
At sporadic intervals there are wooden balconies with larger tunnel entrances. These lead into larger tunnels where guards can freely circulate en masse. The balconies themselves are usually 15ft across and extend 5ft out from their entrance.

There is one set of great doors, large enough to accommodate any huge or smaller creatures, which seem to lead into the heart of the mesa. It is completely devoid of ground guards, but a guard post does provide a direct view of the portal.

From the ground can be seen 4 great silver saucers placed at the four points of the compass. 4 smaller, but still impressive, large, ornate, gold-gilded bottles are placed in between those (NE,SE,SW,NW). From the air, these can be seen as geometric layout, with each of the saucers and bottles centered on a building rising from the center of the summit. Paved pathways lead from any one plate to another in a straight line, and the same is true of the bottles. The building itself is shaped like a Mayan pyramid. Anyone standing at the summit of it can see, and be seen, by anyone on the plateau. The paths are lined with many bushes, some with flowers but many more growing berries and what fruits they may. On opposing sides of the pyramid are footprints, decidedly draconic in shape, though their sheer size puts even that assumption into question.

The altar sports four doors large enough to easily accommodate creatures nearly 16 feet in height.

Just beneath the summit is an immense cavern lake. There is virtually no land to be seen save for a spiraling staircase connecting the mesa’s summit to its lower levels, and a few various stalagmites piercing up from the depths. A makeshift fence of rope and nets link these together, effectively separating the casual swimmer from the strong currents surrounding the few underwater tunnels the water hurriedly drains into. A series of small crystal chandeliers of sorts hang from the ceiling. They are carefully placed so that, when the sun enters through small bored holes in the ceiling and walls, it is reflected a thousand times over, bringing enough light to support the scant plant life of the lake and the fish therein.

Decanters of Endless Water hang from the ceiling, spewing ever more water into the lake, but there seems to be an equilibrium as the water level neither rises nor falls. Indeed, safe for the splash of the Endless Waterfalls, and the currents hidden behind the fence, the water is still and pristine, having washed away all pollutants and grime through time and Koboldian efforts.
The waterways, traverse underneath many of the larger tunnels. As a result, the favorite non-lethal tactic of the Keep is simply to ‘flush’ out intruders with trap doors. Though they may split on their descent, all paths lead towards the same exit on the northern face of the mesa. There is usually enough room for a persons head and the smoothed walls eliminate the worry of possible foot-holds (as well as the risk of harm). Aquatic Kobolds sometimes ‘escort’ guests out, aiding those who are drowning and pestering those fighting the flow. Carefully tended freshwater seaweed grows from the ground, providing a food source and protection against enemies trying to sneak in disguised as fish.

Contrary to many other Kobold settlements, the majority of the Keeps denizens live in the upper reaches of the mesa. There are few tunnels large enough for humans to pass through in these areas. In fact, apart from waterways, all entrances that might be accessed by creatures larger than the Kobolds lead, in one way or another, to the central chamber (see below).

Radiun
2009-09-23, 07:33 PM
Petisse Hurthi: A Short History as told by the All-Watcher

When the Kobold started mining into the magic-nullifying rock, it was unwanted terrain by all sentient beings. The rock was hard and wouldn’t succumb to the mightiest spells. Though some had tried over the centuries, the fact that the mesa only protected itself against magic was detrimental to its inhabitant’s survival. Eventually a wandering clan of Kobolds who had broken off from their prosperous parent clan was trekking through the wilderness when they heard a great wail and a tremendous thud. They could see dust blow over the top of the mesa and sent their bravest warrior, Peti, to investigate. Now brave kobolds aren’t necessarily brave by human standards, but even the most lion-hearted knight would have paused at what he saw. Two dragons, one gold and the other red, lay in agony on the ground. These behemoths were bigger than Great Wyrms by a half at least. The kobold reverently approached the pained titans and saw their broken bodies.

”this world belongs to me Rihard, accept your death fool!” roared the Red with such force that Peti felt his feet fail him.
”Not while I stand against you Rokus,” replied Rihard in a forced hiss, her breath shallow, but still strong enough to toss the kobold in its winds.
Peti was spotted soon enough, and both dragons glared at him. Only fools would have stood under the imperious stare these godlike beings, and Peti was no fool. He darted and nearly jumped down the entire mountain.

When he found his tribe, he recounted what he saw though he had precious little breath left after that mad sprint. Despite his intense desire never to return and the fear of his companions, no Kobold can leave dragons in pain, and they set about aiding those venerated beings.

Through no small amount of complaints, the dragons were healed, quite quickly thanks to their own impressive capabilities, and agreed to pull away, and meet on this very spot in 1 year, being saved by such miniscule beings had understandably humbled the Wyrms and it would give the little ones time to evacuate.

Kobolds reverence of dragons does not apply to select species, and preserving all of these ancient entities is their foremost responsibility, but how can 2 feet tall critters hope to match those behemoths?

Peti held the answer. Build a temple to Io. Though Rihard and Rokus were powerful even amongst their kin, all dragons respect the Dragon Gods. Although the Kobolds could do little but build a simple shrine, the dragons would not damage it. Their plan could never prevent the fight, but it could post-pone it at least.

A month after leaving, Rihard returned to thank the kobolds for the help when she saw their shrine. Although they feared their plans had been ruined, Rihard simply observed their work, bemused, and departed. A week later she returned with 4 great silver saucers, placed them at the four cardinal points, a tribute to Io’s balance.

A while later Rokus came. His coming was far more vocal and he demanded to know what had happened. After the little ones explained the shrine and tributes, Rokus sneered and flew away. A month passed before he returned, bringing 4 great, gold-gilded bottles, every copper as precious and the 4 disks, but much more ornate. His wicked smile showed triumph as he flew away.

So it went, Rihard and Rokus outdoing one another in their tributes to the Dragon God. The day before their conflict was to be renewed, Rokus arranged to have the pathways on the top of the mesa placed, proudly showing up Rihard in this battle of glamour. When he returned the next day, he saw a titanic edifice had been raised… or deposited, overnight. An appreciative smirk mingled with his hurt pride as he contemplated the trickery and underhandedness the Gold had demonstrated, and how Red it had been of her.

“We are getting on in years if you can be so underhanded as to trick me Rihard!”
“If I couldn’t get the better of you Rokus, I’d be a very poor dragon indeed.”
“And the world would be a poor place should either of you win today,” a soft voice rang from above the altar.
Both dragons spun, to face the intruder, but all they saw was a shimmering tear in the air, almost as wide as the mesa’s summit.
“Come” it ordered.
Mesmerized, they brought their faces closer, nearly touching the unearthly spectacle… and then they were gone. No flash of light, no crash of thunder, simply footprints their massive weight left behind indicating they were ever there. Two relics were found upon the Altar and that day became known as the Day of Ascension, a yearly celebration at Petisse Hurthi.

Radiun
2009-09-23, 07:34 PM
Petisse Hurthi Features

The mesa itself, and plants growing from it, are both immune to magic, and drain it away upon contact (Dispel check 1d20+30, but as it repeats every round, it can be more practical to hand-wave away the save). In-game, this means that the mesa dispels duration effects on contact. Instantaneous spells (fireballs, magic missiles) may hit targets touching the ground, but not the mesa itself. Renders magic items inert for 24 hours, this has become local knowledge that the players may uncover with a DC 10 Gather information check. Plants harvested from the area have SR 20, but given the sparse vegetation, it is impractical to make large wooden structures from the material.

Numerous 'vine curtains' are grown over most tunnel entrances to hinder magical assaults into the mountain.

Water runs through many tunnels in the mesa, and all these empty into one lake adjacent to the mesa. This water is by no means immune to magic.

Nearly all entrances into the Keep shrink into spaces so small a tiny creature would have to squeeze though, but these choke points let out into wider tunnels. Most tunnels leading towards family areas are just big enough for Kobolds (Slight Build => Tiny creatures when convenient), though wider hallways exist so workers don’t bump into each other (these maintain a 5ft high ceiling, spacious for Kobolds). Hallways big enough for medium sized creature are riddled with murder holes for spears/crossbows and are paralleled by small tunnels.

The entrances at that base are locked from the inside, but once unlocked are designed so that even a Kobold can open them. The doors have Hardness 10, 360hp, and a break DC of 28


Io’s Altar:
The four Saucers containing Water(North), Fire(South), Air(East), Earth(West) (possibly Elementals Weirds or simple Elementals)
The bottles contain composite elements.
SW Fire and Earth = Magma
SE Fire and Air = Smoke
NW Earth and Water = Ooze/Sludge
NE Air and Water = Ice

Io's Temple Features
Io’s Temple is the hollowed out center of the mesa. It’s main chamber is 200 ft tall and has a radius of 50ft, The walls are coated with a reflective material, adding to the grandeur and making the walls scaleable by spider-climb. The spiral staircase mentions above (descending from the cavern with the lake) ends on the roof of the temple. It is simple for huge creatures to make their way down using the stairs. The room above the temple is featureless save for stairs north, south, east, and west. These all lead to a railway circling the SubSun. There are exits here, but sized for Kobolds.

SubSun: A huge crystal orb (10X10X10ft) suspended from four anchors attached to the walls of the temple 100ft high, the SubSun sheds soft blue light during the day and is jet black during the night. The light is bright enough to illuminate the entire temple, but does not aggravate the Kobold’s light-blindness.

Dead Squares: Io’s inner sanctum has checkered flooring, but some of these tiles are not native to the mountain and can hold lasting magic atop them, the pattern isn’t as black and white as one might think. The kobolds know the secret. 10ft from the walls, 20ft around the center of the room, and paths 5ft wide mimicking the paths at the summit (N, NE, E, SE, S, SW, W, NW).

Io's Altar Features
Io’s Altar is the pyramid on the summit of Petisse Hurthi. It is 80ft tall, has a base of 180ft by 180ft leading to 65ft by 65ft top. The Altar has no features of note save the doors at its base (Hardness 5, 90hp, and a break DC of 18). These doors are rarely locked, but can be locked from the inside should an alarm be raised.

Inhabitants
Kobolds
Dragons deep underground
Worshippers of Io

Radiun
2009-09-23, 07:35 PM
Notable Kobold Personalities and Histories

Zeg and Xer, Twin Guardian of Io's Temple.

Breif History: Two Kobolds emerging from the same egg is virtually unheard of, so Zeg and Xer’s birth was interpreted as a divine gift from Io They were raised to positions of status and taught how to harness power enough to defend Io’s Temple from those who would desecrate the sacred grounds. Though only 12 years old, they are full adults in Kobold society and take their given mission to heart with gusto.

They may be encountered at guard posts or swimming through the waterways of the mesa scouting for intruders, but should the alarm sound they rush to Io's Temple with the greatest haste, both to defend their home and equip themselves as they dare not remove Io's weapons from his temple on lowly scouting missions.

Zeg Red Claw Rokus Gix
The brash and brave twin, Zeg often challenges foes to one on one combat if they breach Io's Temple. He is not particularly religious, but is irreproachably devoted to his colony and the task they've assigned him. He fights in a mobile fashion, retreating to avoid damage instead of pressing the attack and never stepping on a dead square while he hold Io’s Saber. He knows the secrets of his temple by heart and may let slip the secret of the floors if his opponents challenge the honour of fighting on unequal footing. This is often accidental (Failed DC 10 Wis check) as Zeg does not believe that any two fighters are ever equals, only the terms agreed to before a duel begins matter.

Xer Blue Bow Ulhar Vaex
Where Zeg is brash, Xer is calculating. Where Zeg is brave, Xer is careful. Though not a coward and willing to dive into the midst of battle to save his brother, Xer is a shrewder fighter, using the terrain and height if the temple to full effect with his spider-climb and Eldritch Spear abilities to snipe his foes during the day or simply staying as far as his darkvision allows during nights. Xer respects Zeg's views on single combat, however if the offer is refused Xer aids his brother in whatever way he deems necessary.

Squee The All-Watcher
An elder Kobold with cloudy white eyes, Squee is the temple's sage. Though his health and eyes betray a frail body, he is surprisingly hardy and can defend himself with the breath of dragons. He typically resides in his chambers, sleeping and dreaming until his console is sought. Squee is not the leader of the Petisse Hurthi, but he does serve as a high-priest of Io. Despite his lack of divine magics, none question his position for his close ties to dragon kind are in and of themselves a sign of divinity. When the alarm is raised, if Squee is awakened (60% probability), he makes for the skies to attack his foes from behind. If he cannot find them within 1 minute, he darts back to Io’s Temple’s Treasure Vault, dons a Dragon Spirit Cincture, grabs his Dragon-fire Adept’s Spear, and readies himself to defend the Hoard of his God.

Radiun
2009-09-23, 07:36 PM
Xer
Class: Warlock
Race: Kobold
Level: 5
STR/DEX/CON/INT/WIS/CHA
10 / 18 / 16 / 11 / 13 / 12
+0 / +4 / +3 / +0 / +1 / +1
HP: (6 + 4d6 + 15 - 5)
AC: 20(4AC+1NatAC+4DEX+1SIZE) Touch: 15 Flat-footed: 16
Speed: 40
FORT / REF / WILL
+4 / +5 / +5
BAB: +3
AB: +8(3BAB+1SIZE+4DEX)
Initiative: +4
DMG(Eldritch Blast) 3d6 (4d6 if equipped) / 20/X2 / Range: 250ft
Traits: Quick: -1 HP / Level, +10 Base Land Speed
Feats Point Blank Shot, Precise Shot
Skills Sense Motive (8+1) = 9 Concentration (8+3) = 11
Class Features
Least Invocations:
Eldritch Spear: Eldritch Blast Reach Increases to 250 Feet
Spider Walk: Spider Climb 24Hour duration
Swimming The Styx: Swim Speed = Land Speed. +8 on Swim Checks. Water Breathing. 24hour duration
Other
Detect Magic: At Will
Damage Reduction: 1 / Cold Iron
Deceive Item: Take 10 on UMD Checks
Gear
Rihard’s Fang (+1d6 Eldritch Blast Damage. Spend 1 Standard Action Charging: Next Eldritch Blast deals 1.5X maximum Damage. Can Choose to deal Subdual Damage)
Chain Shirt(+4AC,+4DEX -2CHECKS 20%ARCFAIL 25 lb.)



Zeg
Class: Warlock
Race: Kobold
Level: 4
STR/DEX/CON/INT/WIS/CHA
11 / 20 / 16 / 9 / 11 / 8
+0 / +5 / +3 / +-1 / +0 / -1
HP: (6 + 3d6 + 4)
AC: 20(3AC+1NatAC+5DEX+1SIZE)
Speed: 30ft
FORT / REF / WILL
+4 / +6 / +4
BAB:+3
AB: +8(+3BAB+5DEX+1SIZE)
Initiative: +5
DMG: (Eldritch Glaive) 2d6 (3d6 if equipped) / 20/X2
Flaws: Inattentive: -4 Listen and Spot
Feats: Combat Reflexes: Evasive Reflexes: (AoO, Take a 5 foot Step instead) Weapon Finesse(Touch Attack)
Skills Concentration +10(7+3)
Class Features
Least Invocations
Eldritch Glaive: 10ft Reach, Iterative attacks and AoO
Spider Walk: Spider Climb 24Hour duration
Swimming The Styx: Swim Speed = Land Speed. +8 on Swim Checks. Water Breathing. 24hour duration
Other
Detect Magic: At Will
Damage Reduction: 1/Cold Iron
Deceive Item: Take 10 on UMD checks
Gear
Studded Leather (3AC 5DEX -1CHECK 15%ACFAILURE)
Rokus’ Claw (+1d6 Eldritch Blast Damage. Spend 1 Standard Action Charging: Next Eldritch Blast deals 2X maximum Damage. Can Choose to Deal Subdual Damage)


Squee
Class: Dragon-fire Adept
Race: Kobold
Level: 6
STR/DEX/CON/INT/WIS/CHA
8 / 15 / 18 / 13 / 11 / 12
-1 / +2 / +4 / +1 / +0 / +1
HP: (8 + 5d8 + 24 + 8 + 1 - 6)
AC: ( +4 NatAC + 2DEX + 1SIZE)
Speed: 40ft, fly 40ft (good)
FORT / WILL / REF
+6 / +2 / +7
BAB: +3
AB: 3(+3BAB-1STR+1SIZE)
Initiative: +2
DMG: (Breath Weapon) 3d6 (4d6 if equipped)
Flaws: Meager Fortitude: -3 on Fort Saves, Murky Eyed: Roll twice on miss chances, use lower result.
Traits: Quick: +10 Land Speed, -1HP/Level
Feats
Draconic Senses: +4 on Listen/Spot/Search checks. Low- Light Vision, Darkvision 60ft, Blindsense 20ft
Draconic Toughness: Gain 8hp
Draconic Skin: Natural Armour +1
Draconic Knowledge: All Knowledge Skills are Class Skills. +4 bonus on Knowledge checks.
Dragon Touched: +1 HP, +1 Listen/Spot/Search, +1 VS Sleep/Paralysis
Entangling Breath: Half Damage, Entangle for 1d4 Rounds, Deals 1d6 damage/following round
Skills
Bluff (9+1) = 10
Diplomacy (9+1) =10
Listen (9+1) = 10
Knowledge(all) (6+4+1) = 11
Sense Motive (9) = 10
Spot (9+1) = 10
Class Features
Breath Weapon: 30ft Cone or 60ft Line 3d6 fire damage
Scales: +2 NatAC
Dragon-Kin: +4 Diplomacy to influence dragons/dragonblooded
Damage Reduction: 2/Magic
Breath Effects
Frost Breath: Cone only, cold damage.
Slow Breath: Cone Only: Slow Creatures for 2 rounds (1 round on a successfully save)
Slow: Single Move or Standard Action/Round, ½ speed, -1AC, Attack, and REF saves.
Least Invocations
Draconic Knowledge: +6 Knowledge/Spellcraft Checks. Treated as trained. Duration 24hours
Magic Insight: Detect Magic. Spend Full-Round action to Identify
Lesser Invocations
Draconic Flight: Spectral Wings. Fly at Land Speed with Good Maneuverability. Duration 24hours
Gear
Dragon Spirit Cincture (Increase Breath Weapon damage by 1 die)



Adventure hooks

-The nearby human settlement abhors the kobolds and hold them responsible for all their misfortunes, they hire many adventurers to exterminate them. Discovering the secrets of Petisse Hurthi’s anti-magic nature is a DC 10 Gather information check. That the Kobolds are worshipers of Io is a DC 15 check. That the kobolds are being unjustly blamed is a DC 20 Gather Information Check. That the townsfolk want to raid the keep to enrich themselves is a guarded secret.
-The hoards of Rihard and Rokus have never been found. Did they funnel all their wealth into the Keep or merely a fraction? The kobolds may be able to help adventurers if the need is great, or if they prove themselves worthy of a Dragon’s Hoard.
-Creatures from the Underdark are trying to take over the Keep as a stepping stone towards increased raids on the world above, will the kobold’s defenses hold?
-The tear opens anew on the Day of Ascension, who will dare enter?
-The local governing body wants to attack and conquer the Keep, stripping it of its wealth. He hires the adventurers into his army as elite soldiers.



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