Long ago, played host to the eldest of the dragons. It now stands as an empty refuge for sailors looking to escape the elements. Anything of value is assumed to have been long picked clean from here.
In reality, there is not much to loot, but not nothing. The majority of what can be garnered from this island is lore.
Stretching out, on the horizon, you spy a gargantuan stone city. Crumbling from its age, but impressive nevertheless, it holds a foreboding aura as if it reminds you of a memory you had blocked out. At the peak of the mountain in the centre of the island sits an enormous stone lizard head, watching the valleys beneath the castle behind it. Nestled into a natural inlet into the island, next to a small cluster of stone houses, lies a newly constructed dock.
As you pull into the dock, a sign becomes visible, previously obscured by a tree. It reads
Weary travellers,
I don't know what the future holds but if anyone else is still alive out there, I hope you can make use of this land
as I have. The stone houses are very sturdy; said to have survived since the first era. They'll keep the rain out, for sure.
From what I can tell, there isn't too much of value here, but it makes for a good place to rest. There are some dangerous creatures up towards
the castle, but if you don't bother them, they won't bother you.
Best of luck!
Eltar Fandel
Central to the island is a mountain, atop which sits a giant stone skull of a dragon at the edge of castle walls. Within the castle lies a keep, which appears to be the only thing on the island which hasn't very clearly been opened. Whether this has stood closed since the first era is up for debate. There may be something inside.
Within the keep, the players will find The Cold Stone, a required component for Dragonic Goetia.
A steep and treacherous series of stone platforms that can be ascended up to The Keep. Home to the Windriders, Stormbringers, Firebranded and Earthshadowed, humans embued with elemental power and enslaved to ancient dragon-kind.
These cannot be killed by normal means so have survived all the way since the first era. They do not venture out, so have not been considered enough of a threat by anyone to ever warrant a real effort to get rid of them.
Leading up to The Keep's Ascent. Houses semi-sentient trees which will attack players that get too close. Is also home to Bigfoot. The forest is on top of a rich antetherium vein so will be very confusing for the players to navigate.
The forest is broken up into 15 maps. Each map has paths leading out of it. Following those paths will lead to other maps. Each time the players transition from one map to another, they will arrive at one of the paths leading out of the map. Often times, travelling back down the same path, the players will arrive at a different map.
When the players enter the Crimson Forest, they will begin at Spooky Tree at its first exit. They may at any time leave the paths and try to venture through the wilderness. Doing so, they will arrive at one of the maps at pure random, excluding Spooky Tree, Cavern of Dusk, Light at the End, Visage of Madness and Hallowed Ground.
Roll a d10 to determine which map they arrive at.
Current Map | Exit 1 | Exit 2 | Exit 3 | Exit 4 | Exit 5 | Exit 6 |
---|---|---|---|---|---|---|
Spooky Tree | Leave the forest | Dark Place - 1 | Small Clearing - 2 | Gloomy Spot - 4 | - | - |
Dark Place | Gloomy Spot - 2 | Cavern Entrance - 1 | - | - | - | - |
Small Clearing | Sppoky Tree - 2 | Cavern Entrance - 2 | Dark Place - 1 | Spooky Tree - 4 | - | - |
Gloomy Spot | Spooky Tree - 1 | Gloomy Spot - 3 | Small Clearing - 3 | Unfamiliar Trees - 2 | - | - |
Cavern Entrance | Small Clearing - 4 | Cavern of Dusk - 1 | - | - | - | - |
Cavern of Dusk | Cavern Entrance - 2 | - | - | - | - | - |
Unfamiliar Trees | Enigmatic Trees - 2 | Unfamiliar Trees - 4 | Small Clearing - 4 | Bewildering Trees - 2 | Spindling Trees - 2 | Scorched Trees - 4 |
Bewildering Trees | Unfamiliar Trees - 6 | Spindling Trees - 3 | Small Clearing - 4 | Spindling Trees - 1 | Enigmatic Trees - 6 | Bewildering Trees - 5 |
Confounding Trees | Bewildering Trees - 5 | Unfamiliar Trees 4 | Small Clearing - 4 | Enigmatic Trees - 5 | Scorched Trees - 5 | Light at the End - 3 |
Enigmatic Trees | Cavern Entrance - 1 | Spooky Tree - 2 | Scorched Trees - 3 | Small Clearing - 4 | Unfamiliar Trees - 3 | Spindling Trees - 4 |
Spindling Trees | Enigmatic Trees - 5 | Spindling Trees - 5 | Spindling Trees - 6 | Small Clearing - 4 | Bewildering Trees - 3 | Scorched Trees - 2 |
Scorched Trees | Spindling Trees - 5 | Scorched Trees - 5 | Dark Place - 2 | Small Clearing - 4 | Confounding Trees - 6 | Spindling Trees - 4 |
Light at the End | Visage of Nightmare - 3 | Bewildering Trees - 4 | Light at the End - 1 | - | - | - |
Visage of Nightmare | Light at the End - 2 | Hallowed Ground - 1 | Visage of Nightmare - 2 | - | - | - |
Hallowed Ground | Gloomy Spot - 1 | Castle Gates (exits the forest at the other end) | - | - | - | - |
To try and make this (slightly) clearer, a map of the forest has been created for GM use. Players are expected to create their own as they experiment navigating the forest.
You venture through the gates into the forest. All of the leaves bear a crimson hue and many of the trees... you feel are almost watching you.
Not even 100 meters down the path, you spot an interesting landmark: a tree bent out of shape with holes forming what could be perceived as a face. It looks dark and gloomy, almost as if it could start crying any second.
Approaching from the North West, you spot the spooky tree you found nearby to the entrance of the forest.
Approaching from the South West, you spot the spooky tree you found nearby to the entrance of the forest.
Approaching from the South, you spot the spooky tree you found nearby to the entrance of the forest.
Approaching from the South East, you spot the spooky tree you found nearby to the entrance of the forest.
You come across an area that is somehow even darker than the rest of the forest. It is as if the darkness here is not merely an absence of light, but a shroud placed here to keep hidden something of deep shame.
Approaching from the North, you once again come across the dark place you had visited earlier.
Approaching from the South, you once again come across the dark place you had visited earlier.
You find a small clearing in the forest. Here, your mind feels more at ease. Birds sing and small patches of grass are even growing. A small reprieve from the oppressive darkness of the rest of the forest.
Approaching form the North, you come to the small clearing you found earlier.
Approaching form the West, you come to the small clearing you found earlier.
Approaching form the East, you come to the small clearing you found earlier.
Approaching form the South, you come to the small clearing you found earlier.
Another landmark catches your eye. A stone monument of sorts, shattered, its pieces lying unceremoneously on the floor and covered in moss. The pieces themselves are worn by the weather and unrecognisable to what they originally would have been. The atmosphere around it is somehow even more gloomy than the rest of the forest.
Approaching from the North, you come across the stone monument in the gloomy spot that you found earlier.
Approaching from the North West, you come across the stone monument in the gloomy spot that you found earlier.
Approaching from the South West, you come across the stone monument in the gloomy spot that you found earlier.
Approaching from the South, you come across the stone monument in the gloomy spot that you found earlier.
In a small clearing in the forest, you spot a mound of rocks. At one side, the rocks form into an archway, leading into a cave.
Approaching from the east, you come across the cave you found previously.
You step back out of the cavern into the forest.
A scent of mildew and decay fill the air. Etched into the cavern wall, you see the words "The Cavern of Dusk". Venturing further inside, you spy an odd site. A man, sat in the fetal position, clutching an urn. His skin is brown and rubbery. On his face is a mask. The mask looks as though it is silently screaming, with bloodshot eyes that pierce into you. The man looks up at you, but does not take action.
Note for GM: Players with high enough knowledge of Noctoriat practises will know this as a hankaniri mask and a hankaniri victim.
You re-enter the Cavern of Dusk
You come across an area of forest illuminated by fire. Strange creatures brandishing flames as weapons dance around but oddly, despite the area being practically engulfed in flames, the trees do not appear to be burning down.
At long last, you begin to find an area of the forest not so densely packed. You think you may be getting closer to the inner castle walls.
The trees grow more sparse, but the mental toll of the forest is beginning to break you. Keeping your eyes open is difficult, but whenever you close them, you see the face of a collosal reptilian beast staring into yours. This triggers some sort of primal fear in you that you didn't know you had. You want to be as far away from this creature as possible.
As you near the edge of the forest, you happen upon a cemetary. A slight sense of peace washes over you as you step through the hallowed ground. You know now that your winding through the forest has had purpose. A path to the North East leads directly to the gates of the inner castle walls. They are within your sight.
A sprawling mess of stone buildings adorned with carvings of strange reptilian creatures. The creatures range from humanoid to quadruped in form, some even sporting wings. Generally speaking, they are depicted as rulers over the humanoid races that the players would be familiar with existing.
Throughout the city are automata which speak to the players in an unknown language (unless the players know Draconic Tongue)
As the players go into buildings throughout the city, you can roll for which of the following buildings of note they end up in. Feel free to weight this as much as reasonable towards them going into an empty house. The table below is a suggestion for how likely they arrive in each building on the first roll but buildings they've already been to should be removed as they go into them.
Roll | Building |
---|---|
1-8 | Empty house |
9 | |
10 | |
11 | |
12 | |
13 | |
14 | |
15 | |
16 | |
17 | |
18 | |
19 | |
20 |