troll grave chasm

Post/Author/DateTimePost
#1

king_cromag

Apr 06, 2008 16:41:25
Can anyone give me some info on this area? I am thinking of placing an adventure in the area, but I haven't found much on it.
#2

methvezem

Apr 06, 2008 17:57:39
Details about the Troll Grave Chasm are given in the adventure "Grave Circumstances" which appeared in Dungeon magazine #56.

Otherwise, you'll have to do with the sparse references about it in the Revised Boxed Set, for which, by the way, the adventure was to be an introduction to the new lands beyond the Tablelands .
#3

king_cromag

Apr 06, 2008 18:35:33
Can you give me a synopsis of th info in the article?:D
#4

bill_lumberg

Apr 06, 2008 20:30:20
Can you give me a synopsis of th info in the article?:D

The chasm is about a day or so north of the Bandit States. The walls are very steep and there are few footpaths that lead all the way to the bottom.

There is a large fertile mudflat at the bottom that contains the upper floors of a few buildings. The buildings date back to the Green Age. The lower floors have sunk into the mud.

The last of a certain species lives near the buildings and keeps all other denizens away. You will never guess what it is.
#5

phoenix_m

Apr 06, 2008 21:16:52
Bill Lumberg: Well as you know who wiped out you know whats, I'd guess undead.

king_cromag: Good luck on finding anything on Dungeon magazine #56, it's 16 years old, pre-PDF and as far as I can find no longer in existance for purchase.
#6

king_cromag

Apr 07, 2008 11:21:47
I was able to find a copy for sale through Amazon. Can you tell me more about the troll in the area? Also has this area been updated in the Athas.org info?
#7

cnahumck

Apr 07, 2008 11:41:19
Check out the link to the Faces of the Forgotten North release in my sig. Look at the Bandit States information and Dote Mal Payne. I have some ideas for an adventure that would invovle the area, but I doubt I'll get to it before 4E hits, and I have other things to work on anyhow.

The question is, what would you do to update it?
#8

king_cromag

Apr 07, 2008 14:32:50
Check out the link to the Faces of the Forgotten North release in my sig. Look at the Bandit States information and Dote Mal Payne.

Wow, that is a really well put together release. Obviously, a lot of work went into that. I will be using several of the bandit tribes.

I have some ideas for an adventure that would invovle the area, but I doubt I'll get to it before 4E hits, and I have other things to work on anyhow.
The question is, what would you do to update it?


I will have to see what the postman brings me before I comment on my ideas for the area.
#9

Zardnaar

Apr 08, 2008 1:38:45
Heres some conversion notes for Grave Circumstances from a few years back.

3.5Conversion Grave Circumstances.

Encounter 1. B'rohgs (4) EL9 pg 11 Terrors of Athas.

Encounter 2. Wild Muls. 6.EL 9 Mul Gladiator 2/Babarian 1. Strength 19, Con 16, Dex 14, Int 10, Wis 12, Cha 10 BAB +3 Attack + 4 Dmg2d6+6 HD 3d12+9, HP 35, AC 16
Feats improved initiative, weapon focus marachitl,mercy,exotic weapon:bastard sword, unarmed strike,
Equipment masterwork marachitl, chiten armor.
Raging +6, Dmg 2d6+9, HP 41 AC 14,+2 will saves

1 Mul leader. Level 7 Barbarian. Strength 22, Con 16, Dex 14,Int 10, Wis 12, Cha 10 BAB +7/+2, Attack +14/+7 Damage:2d6+10 HD 7d12+21 HP 83 AC 17 Saves. Fort +8, +4,+3 Speed 40
Feats. Improved Initiative, extra rage, power attack
Class abilities. Improved Uncany dodge, DR 1/
Equipment: +1 Chiten Armor, +1 Marachitl, gauntlets of ogre power

Encounter 3.Ghost Caravan. Fael CR 9. See printout.

Into the Grave. 1. Wall of Dust and Sand.Mastyrials (2) EL 9 pg 89

Encounter 2. Spoier Raiders. Avoid.

Encounter 3. Sand Howlers(6) EL 8. Pg 114 terrors of athas.

Village of Ravage. Read the magazine.

Encounter 1. Follow Tracks.

Encounter 2. False Path Down. Pick a CR 8-10 centipede from the monster manual.

Encounter 3. True path down. Read magazine.

Encounter 4. Read magazine

Encounter 5. Sligs (8) EL 5

Ancient Ruins.
1.Read the book.
2.Esturren the Defiler CR 10. Elf level 10 Defiler. Str 10, Int 20, Wis 12, Dex 18, Con 12,Cha 10 HD 10d4+10, HP 40, BAB +5, Attack +5, ranger+9AC 18 (dex+mage armor)Saves Fort Ref Will
Feats.Improved initiative, scribe scroll, sudden maximise, destructive raze,fast raze,sudden empower, energy substitution.
Equipment.: Headband of intellect+2,spell staff, cloak of resistence+2,scroll of dimension door, scroll of bears endurance, finger of death staff,wand of scorching ray 10 charges,fruit CLW X7, 2CMW fruit, 1 CSW fruit, spell component pouch, spell book (hidden disguise check 33)
Spells.4,6,5,4,4,3
Read magic, detect magic X2, guidence,, mage armor, magic missileX2, burning hands, shield,invisability, mirror image, scorching ray X3 (2 acid, ,1 fire),blink, empowered magic missile, fireball,lightning bolt,dimension door,stoneskin,enervate,empowered scorching ray,cone of cold,empowered acidic fireball, teleport.

And some more notes on the nearby buried city and Hamanu.

DS Notes
The revised Dark Sun boxed set hints that deep in Troll Grave Chasm the last remnants of the Trolls survive. Dungeon 56 had the adventure Grave Circumstances which had a survivng mutant two headed Troll which was similar to the traditional D&D Troll. Rise and Fall of a Dragon King depicted Trolls as large intelligent creatures who worshipped the elements and worked stone. Myron failed to wipe them out and the task was completed by Hamanu. My stats and background history will try and bridge the two contradictions.

The Final Cleansing

Around 3500 years ago Rajaat unleashed the holocaust known as the Cleansing Wars on Athas. Armies of humans lead by the Champions of Rajaat were assigned races to destroy. Ancient tales all but lost to the current era of Athas hints that the champions were actually dragons while other tales indicate that they were transformed later. The truth lies buried like so many ancient ruins in the Silt Sea. For close to 1500 years the Trolls managed to survive the champions onslaught. Myron of Yorum was in no hurry to destroy the Trolls and Rajaat replaced him with Manu of Deche- the future Hamanu Lion of Urik.

Hamanu was more aggressive the Myron and the full horrors of the Cleansing Wars were unleashed on the Trolls. Generations of humans had fought them and the Trolls were skilled warriors lead by Windreaver the last leader of their race. For over 70 years Hamanu lead the human assault on the Trolls which was aimed at exterminating them. In the final decade of Hamanus war Windreaver spilit his forces and sent them into a verdent chasm where they were to hide from Hamanus forces while Windreaver lead the main Troll to the north hopefully drawing away Hamanus forces.

Hamanu sent his main force north to pursue Windreaver and the Trolls while over a thousand humans lead by powerful defilers descended into the chasm to wipe out the smaller Troll forces whch were lead by Skyradience a mighty Troll champion. Skyradience heart was already broken. In addition to the imminent destruction of his race one of the last Troll children like Rajaat was deformed- a mutant. The child had a rubbery hide and could regenerate his flesh. Then as now the Pristine Towers fell legacy of mutation was in effect.

Despite everything Hamanus task force managed to find the Trolls and eliminated them using dread magic. Skyradiences child managed to survive and witnessed the destruction of his family as the Defilers unleashed power magics tha warped his body and mind further. Why he survived is unknown but is likely due to his regeneration and the fact he wasn't recognisably a Troll. The magic unleashed combined with his mutation effectively made him immortal.

Windreaver and the rest of the Troll survived a few more years before Hamanu trapped them. Rather than fight the humans the remnants of the Troll races threw themselves into the sea. Their bones now lie buried in the Silt Sea and Hamanus task was complete. The last Troll of Athas was left alone in the chasm now known as Troll Grave Chasm. left alone here over the centuries he has effectively become insane. Over the years he has added additional body parts to his body and managed to grow another head.

The "Last Troll"

Skyradiences child still exists to this day. In the months following the Dragons death a band of adventurers managed to defeat him but lacked the knowledge to destroy him. Retreating while they battle Esturren the Defiler his regenerative powers saved him. The adventurers hacked him to pieces which failed to kill him. Also each piece managed to regenerate into a new Troll (use standard Trolls in the monster manual). The new Trolls lack that ability but are able to breed true. See the adventure Grave Circumstances in Dungeon 56 for more detail or PM me. I'm still crunching out the monsters saving throws.

Patch Work Troll

Large Giant, Unique

Hit Dice: 12d8+96 (154 hp)
Initiative: +7
Speed: 30
Armor Class:29(-1 size,+17 natural,+3 Dex),touch 12, flat footed 26
Base Attack/Grapple:+9/+20
Attack: Claw +21 melee 1d8+ 11
Full Attack: 2 Claws +21 melee 1d8+11 and 2 bites +20 melee 1d6+5
Space/Reach: 10ft/10ft
Special Attacks: Rend
Special Qualitiesdarkvision 90,low light vision,regeneration 10,SR/PR 23, superior multi attack
Saves:
Abilities:Str 32,Dex 16, Con 30,Int 8,Wis 12, Cha 8
Skills: Listen+10, Spot +11
Feats: Alertness,Improved Initiative,Iron Will, Multiattack, Weapon Focus: Claws
Enviroment: Troll Grave Chasm
Organization: Solitary
Challenge Rating:11?
Treasure: Special
Alignment: Chaotic Evil
Advancement:By character class
Level Adjustment

Combat

The mutant Troll generally rushes into combat and rips the opponent apart. he tends to focus on any humans first or arcane spell casters of any description. In some ways in its own mind the Troll is still fighting the Cleansing Wars.

Rend (Ex): Any opponent hit by both claw attacks takes an extra 2d8+16 damage.

Regeneration(Ex): Fire and acid deal normal damage to the Troll. If the Troll loses a limb or body part it will regrow in 3d6 minutes, The creature can reattach the severed member by holding it onto the stump.In addition any severed body parts not reattached will grow into a normal Troll withen 1d4 days.

Superior Multiattack: Because each of its 2 heads controls and arm the Troll doesn't take an attack penalty on attack or damage rolls.


Buried City
Heres my mental notes from my own game. In tomorrows session the PCs get to go there.

During the age of magic the Buried City was once known as Helios. Alone out of all the cities of ancient Athas it focused on arcane studies dedicated to path dexter. 3 great pyramids were constructed dedicated to the ancient faiths of Athas. The largest pyramid was called the sun pyramid while the smaller two were known as Ral and Guthay. It was believed the pyramids were also used to enhance the defences of Helios. A powerful diviner named Azorious (LN Preserver level 30+?)who was a former pupil of Rajaat dismissed by him was also able to penetrate the veil of time like the Mindlords of Saragar once had millenia before. Horrified by what he saw he erected a powerful mythal like effect around his city protecting it from defiler magic. Defilers were unable to draw power from the plants while withen Helios. See Lost Empires of Faerun for rules on Mythals. The mythal was tied to an orb and centered on the mystic powers of the 3 pyramids.

Throughout the age of magic Helios became more withdrawn from the affairs of the world at large. Throughout the Preserver Jyhad it provided a sanctuary for any preserver who wished to hide but decleared itself strictly neutral. With the mythal stopping defiler magic, its remote location and neutrality Rajaat turned a blind eye to the city for now. Azorious was also able to prolong his life into something close to near immortality and may have been the greatest preserver to ever live. While he never became an Avangion his notes on life preservation and magical theory were later recovered by agents of Oronis and formed a basis of a new spell. One day while the mystics were meditating on top of the pyramid-temples the sun changed colour to a harsh crimson red. Additionally travelers tales told of war being raged throughout the rest of Athas. The Cleansing Wars had begun.

Throughout the Cleansing Wars Helios once again decleared itself neutral. Non humans were also encouraged to leave the city so the champions would have no reason to come visiting. Whle Azorious was a preserver he was also a pragmatist and placed the welfare of his city above any ethical concerns he had toward the fate of non humans throughout the land. He also found himself unable to confront Rajaat due to lingering feelings of kinship. For some unknown reason Rajaat champions bypassed the city and left it alone. Perhaps Rajaat had his own private reasons or perhaps he was to busy secluded in the Pristine Tower but Helios was spared as no individual champion wished to challenge Azorious for so little gain. For whatever reason Helios survived the Cleansing Wars intact.

In the years immediately following the Cleansing Wars Helios underwent great hardship. Azorious's life preserving magic was starting to fail and the desert was advancing. Preservers had managed to stave off the effects of the dark sun upon Helios and its environs. However the the creation of Lava Gorge to the north and the legacy of the cleansing wars doomed Helios which Azorious and the senate now realised. They started to research a way to save the city when destruction incarnate showed up at the city gates. The horrors of the Cleansing War had now caught up with it as Borys the Dragon of Tyr was half way through his rage period reached the city. While unable to draw upon defiling magic the few remaining preservers were no match for his psionics and brute power. The mythal also didn't ward out Dragon (epic) magic. Azorious in failing health faced the Dragon alone and while unable to defeat him sacrificed his life to power his greatest spell yet- enchancing the Mythal so it was powerful enough to ward out the Dragon himself. The Dragon in his madness fled the ruins of Helios while the few survivors left the city and the desert sands swallowed the city. To this day in a hidden chamber in the pyramids, the Orb of Azorious maintains the mythal. The orb also contains the remnants of Azorious's shattered spirit.

The Buried City Today.

To this day the majority of Helios lies buried under the desert sands. The sands sometimes shift revealing fragments of the ruined city to the rest of Athas. Currently the 3 pyramids are visable as are scattered pockets of the city. Several sites are inhabited as water from the cities underground resivor continues to trickle to the surface. The factions include.

The Sundancers. An elf tribe lead by Adarian Sundancer (fighter 4/Psychic Warrior 12). This tribe is currently resting in the ruins as they offer reasonable access to water. The tribe is also looting the ruins when they get the chance and sell the items to other tribes or in Kurn and beyond.

The Golden Ones. Lead by the "Golden Mul" (Gladiator 5/Barbarian4/Sun Cleric4)this band of raiders is currently based around the pyramid of the Sun. The Golden Mul was originally from Tyr and raided the occasional caravan until defeated and left to die in the desert. Mortally wounded and hamstrung by a Kreen who ate his tendons he was "rescued" from the verge of death by a passing Sun cleric who judged his ordeal in the sun as a trial and taught him magic. Driven by revenge he passed another trial which turned his skin an amber gold in colour. 2 PCs survive from the party that left him to die ;)

The Unseen. A small band of Pyreen inhabit the ruins. They avoid everyone but secretly tend to the wards that still stand to this day. They are starting to suspect an undead presence somewhere in the city......

Game effects of the Buried Cities Ward/Mythal.

1. While withen 1 mile of the Sun Pyramid defiling magic doesn't work. Defilers may not draw energy from plants and the terrain is treated as obsidian. This applies to all magic spells except for epic spells. Defilers with access to alternate sources of power such as the black or the cerulean storm may cast their spells but are unable to defile.

2. All Dragons are unable to enter. This applies to all creatures with the Dragon creature type. This wards out the Dragon, most Sorceror Kings, and creatures such as wyverns, drakes etc..
#10

thanael

Apr 08, 2008 2:41:17
Bill Lumberg: Well as you know who wiped out you know whats, I'd guess undead.

king_cromag: Good luck on finding anything on Dungeon magazine #56, it's 16 years old, pre-PDF and as far as I can find no longer in existance for purchase.

Well it's available for $12 at paizo: http://paizo.com/store/byCompany/p/paizoPublishingLLC/dungeon/issues/1995/56

For cheaper set up a search on ebay...
#11

Zardnaar

Apr 08, 2008 5:35:29
I have issue 56 of Dungeon. PM me if you want a copy of the adventure Grave Circumstances.
#12

king_cromag

Apr 17, 2008 16:37:00
Wow, I just recieved the issue in the mail. I am pretty underwhelmed. I am not sure how I will run this area in the upcoming game, but that module is just silly.



(spoiler)







It would be interesting to have another 30th level dragon around, but that is quite the leap. I really think that the creators of Dark Sun must have regretted killing the Dragon. The setting has more than it's fair share of failed attempts at becoming the next dragon or dragons.


If you were to rewrite the module what would you put in the bottom of the troll grave? If there was a troll what would you have it be like? If I remember correctly from the books trolls were more of a nomadic ogre, with a human level intelligence (I could very well be wrong).
#13

Zardnaar

Apr 18, 2008 0:24:31
Wow, I just recieved the issue in the mail. I am pretty underwhelmed. I am not sure how I will run this area in the upcoming game, but that module is just silly.



(spoiler)







It would be interesting to have another 30th level dragon around, but that is quite the leap. I really think that the creators of Dark Sun must have regretted killing the Dragon. The setting has more than it's fair share of failed attempts at becoming the next dragon or dragons.


If you were to rewrite the module what would you put in the bottom of the troll grave? If there was a troll what would you have it be like? If I remember correctly from the books trolls were more of a nomadic ogre, with a human level intelligence (I could very well be wrong).

I retconned it so that the last Troll was a mutant and was further warped in the Cleansing Wars. The ancient Trolls wee intellignet ogres IMC and I statted them out once or you could just use the Skullcrusher Ogre forom MM3 and tweak the description and viola ancient Troll.
#14

flindbar

Apr 18, 2008 4:05:26
I actually liked the module (Thanks Zard ;) )
I do agree that the last part is a little overly powerful and I would change the effect of the .........

Show
staircase / bannister rail / spellstaffs to something, whilst still in keeping with original concept, wasn't quite as over the top as a 30th level dragon.
I'd perhaps go with some form of shapechanging drake to terrorize the area ...... maybe athas's first wyvern!!!
Hmmmm .......maybe Athas's last wyvern! ...... it turns the caster into another relic from the green age.
I might have a bash at stating out the wee beastie! :D