Basilisk's Residence
On the outskirts of Maisin Maw, reveals the set of grasslands connected by bridges often known as the Basilisk's Residence. The scenery here is filled with beautiful flora, which has been left to grow amongst mysterious stone statues of humanoids in peace, with not much intervention from creatures. As the name entails, the prime species here are Basilisks. Along the outer reaches of these fields are pillar islands made of stone. Usually, the people of the Maisin area, in particular lower-end nobles of the Maw, would make forts and rich homes here. They were mostly for show, and held no practical uses except for fishing. The problem with this, is that homes would often flood or be destroyed by basilisks, tidal waves, or tremors.
There are a total of 17 different grasslands in this region, each connected by arched, cobbled bridges which have plant life growing over them. Each one has engravings of the old Maisin teachings and mythology on them. Supposedly, they would've been used for training of guards back in the time where nature and basilisks had not taken over. In the residence, there is one Greater Basilisk. The greater basilisk was a rare breed of the common basilisk, similar in most respects, except it was larger and with a low intelligence and an evil disposition. It was extremely near-sighted, and consequently the range of its petrifying gaze was much shorter. However, it had been turned into a great stone statue by one of it's monstrous allies.
A roll of old, singed parchment with elvish writing on it. The writing says that the user will be given a desirable gift, of their liking. Depending on the user, two things will happen. They will either receive a day's worth of good luck in social scenarios, or a day's worth of good luck in economic scenarios. Based off of the character, the DM will decide on that the effect will be.
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There are a total of 17 different grasslands in this region, each connected by arched, cobbled bridges which have plant life growing over them. Each one has engravings of the old Maisin teachings and mythology on them. Supposedly, they would've been used for training of guards back in the time where nature and basilisks had not taken over. In the residence, there is one Greater Basilisk. The greater basilisk was a rare breed of the common basilisk, similar in most respects, except it was larger and with a low intelligence and an evil disposition. It was extremely near-sighted, and consequently the range of its petrifying gaze was much shorter. However, it had been turned into a great stone statue by one of it's monstrous allies.
Items
Hidden in one of the caves on an island, is a set magical items. It is clutched by a corpse, wilted down to bone. It has armour scraps, and a broken sword next to them. Inside of their arms is a +1 trident. Not only that, but wrapped around the handle is a scroll.The Scroll of Espheldon
Scroll, UncommonA roll of old, singed parchment with elvish writing on it. The writing says that the user will be given a desirable gift, of their liking. Depending on the user, two things will happen. They will either receive a day's worth of good luck in social scenarios, or a day's worth of good luck in economic scenarios. Based off of the character, the DM will decide on that the effect will be.
Matron Mystra
A lone Wyvern Mother was the most powerful creature in the Residence. She, and her egg, was given respect by the Basilisks for her powerful skills. As a wyvern, Mystra found it hard to speak at first. After years of learning, she began to take on the intelligence of a normal dragon. Named by adventurers after the Goddess of Magic, from Toril, due to her innate spellcasting. Mystra has the ability to cast bolts of fire and lightning from her wings, and had a cloud of daggers form off of the stinger on her tail.Random Encounters of Basilisk's Residence
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Encounter
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1 | A caravan, abandoned, is on the side of the road. Inside is a chest. With a DC 10 Sleight of Hand check, the lock can be picked. Inside is 25 GP and an Amber gemstone worth 100 GP |
2 | Two skeletons have awoken on a bridge, they demand for some blood, or milk. They will fight the party for it. |
3 | A dead basilisk, bloated by seawater, is covering a bridge. Inside is a minor Kruthik invasion of 2 adult Kruthiks. |
4 | An abstract statue which reads, in Elvish, that prayers are needed to make it past this bridge. |
5 | A pack of wolves, five, to be exact, are feasting on a dead Elk. They believe the party to be trying to steal their food. |
6 | A basilisk is guarding the next bridge. |
7 | Heavy rain begins to thrash down, DC 10 Dexterity Saving Throws are needed to not slip. If it is a critical failure, the player falls into the tides below. |
8 | Painter's supplies are on a skeleton, who lays on a cliff face on a solitary stone in the sea. The paint can be used in place of any liquid or semisolid that is connotative to the paint's colour. |
9 | A bridge has been set alit on fire. It is a small one, though. Only 20 feet long. Players can either cross it, or find another way around. |
10 | An old Maisin Maw soldier's armour is laid across the path, it is plate mail. |
11 | Two bandits are defending the end of the next bridge, they have a camp next to it. It holds simple weapons and 10 GP in total. |
12 | A doppelganger, hidden as an elderly man, offers any wisdom to those who wishes to learn from them. |
13 | Four Imps are currently battling against local guards for a Tower. |
14 | One Cyclops is not letting anybody pass until he is given a slab of meat for his dinner. |
15 | 2d8 Goats are asleep on the next island pillar. If awoken, they'll panic and attack. |
16 | A manticore, enraged, is hunting down adventurers. She has killed four so far. |
17 | One island has been an abandoned thieves den. Chests of worn down armour, gemstones, and weapons cover the island. |
18 | An egg sits atop a nest, with no sign of a mother. The egg holds a Wyvern. |
19 | A dead wyvern is next to a field, where 1d4 basilisks are eating it. If they are alerted of the adventurers, they'll attack. |
20 | A Noble child has just left a bunker from the Maisin Maw apocalypse, and is trying to find a new home. If taken to any nearby settlement, he'd reward the adventurers with a watch that can tell the age of any living being that it is pointed to, using the minute hand. |
Alternative Name(s)
Stoned Fields
Type
Grassland
Location under
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