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Droskar's Crag Notes

Notes for Droskar's Crag.   Ecology:
  • Droskar-Worshipping dwarves. Old cult who's moved back in about a decade ago. Dworves of all stripes.
  • Dwarven minions, living. Guard Drakes, Ambush Drakes, and other draconic minions.
  • Dwarven minions, unliving. Allips, homonculus, Big Boss's constructs.
  • Useful other animals. Gelatinous cube (houses Glintaxe's spirit?), mayyybe a stirge or grick for the refuse pit. Might just be the cube; these need to be critters considered useful enough that they weren't killed alongside the kobolds a decade ago.
Rooms to Keep/Retool:
  1. Monument Chamber. Entryway, flavorful.
  2. Crucible of Offering. Religious, flavorful, neat encounter.
  3. Glintaxe Attacks. Glintaxe patrols and guards the way to where the kids are housed/trapped.
  4. Monks Quarters. Sleeping space for the cult.
  5. Lodestone Trap. Fun, flavorful, resource draining.
  6. Monument of the Forge War + Chronicle of the Faithful (combined). Flavorful, fun, but remove the spinning spear trap. Maybe turn into a proper chapel area, since the space lacks it?
  7. Abbot's Quarters. Currently housing Dworf Boss. Homonculus here in hiding? Moved? Working WITH the new cult? Keep trap.
  8. Mess Hall & Kitchen. Eating space for the cult. Children here: Kimi and Mikra. Edgrin halfling here too.
  9. Ossuary. Neat flavor. Combine with another room, maybe? Child hiding here; Savram Vade.
  10. Abattoir + Chamber of Penance. Combine? Nice flavor. Worshipping rooms.
  11. Smoking Tunnels & Foundry of Souls. Forge, chained ghost (forge spurned). Child here: Jurin Kreed.
  12. Refuse Pit & Storage. Combine? Nice to hide things in and potential rest spot for party.
  13. A cave or two. Retooled as the Stables, which houses the Drakeguard (forest scout/patrol) mounts and assorted equipment.
  14. Sacrifice Chamber. Retool into a room ... or combine with the Abattoir? Sacrifice room on the second floor to be closer to the great forge/magma below the world. Child here: Hollin
New Rooms:
  1. Circular area for the Gelatinous Cube + Axe ghost.
  2. Stables' exit and Barracks. One room, same as the retooled cave -- second/back entry for the Drakeguard.

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