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Seekers Moor


The moor is an open area of hills covered with thin grass growing through an amber tinted soil.

This Moor is located in Munlef region, on the Malnax continent. Long ago just known as The Moor. In the shadows of the floating island called Droplet Island it became barren and rocky, so name changed to The Black Moor - which many elderly people still refer to it as.

The Amber Mage erected a turret style tower made of black stone north of the centre of the moor - known as the Black Tower or The Amber Tower. Some people referred to it as The Amber Moor during that time. The Amber Mage realised there was amber in under the moor, to which she could use to enhance her magic casting.
Rumour: The Amber Mage trapped Burnt Resin inside amber inside the tower.

It changed name by The Seekers, and has since been referred to Seekers Moor or The Seekers Moor in 1424AG. On reaching the tower they freed people and fought the Amber Mage (who is said to have vanished with aid of her Blink Dog).

Very slowly becoming more grassy like much of the rest of the Munlef region, although still in the shadow of Droplet Island.


Town Ruins


The Sabry RUINS are marked by an apple tree - It has sweet apples (which 1d8 apples act as randomly determined magic Potions, while 1d4 acts as an ingested poison) - marks one the edge, where a few large black goats graze - the Ruins of where the town once stood.
Rumour: was destroyed by an angry black dragon, whch had been trapped under the town - in cave leading down to Black Beach, on Ibis Bay.


TOWER RUINS


contains the RUINS of the Mage's tower Amber Turret.
Rumour: All the amber was drawn out of the moor by magic mast by The Seekers. The amber went through the tower and created the Amber Plane.

CREATURES
+ The Dark Harpies
Dark Harpies: Black skin; white hair; fangs; claws/talons; red wings
Charisma = 17 (+3)
* Spell Saving DC 15 (no longer as strong) - home as changed have they

+ The Black Goats
Giant Goats: Black wool; light grey spiral horns;


HAZARDS

Hazards notes

Quicksand
A 15-foot square patch of rock, dirt or sand - Quicksand is difficult terrain. When finding the quicksand, each creature standing in its area must succeed on a Strength saving throw or become restrained. A creature that enters the area or ends its turn there must also succeed on a Strength saving throw or become restrained.

Creatures restrained by the quicksand can use its action to make a Strength check against DC15.
On a success, it remains calm enough to free itself.
On a failure, it sinks further into the quicksand and has disadvantage on subsequent Strength checks made to escape it, until it can escapes.

+ Corrosive Moor
Some areas of the moor hides extremely corrosive acids. While attempting to navigate through such terrain, at the start of a creature’s turn in certain spaces it must make a DC 11 Dexterity (Acrobatics) check.
On a success, it moves quickly and avoids the acid.
On a failure, it loses its footing and steps into the acid morass, taking 7 (2d6) acid damage.

Alternative Name(s)
The Amber Moor
Type
Moor
Location under
Included Locations

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