Daoine Gloine

The city of Daoine Gloine has long been thought of as mere legend — just another strange tale from the already-strange Calames Jungle. Occasionally, travelers would return from the mountains within the jungle with wild claims of having been lost in the jungle and visiting the city by accident. And though none of them could produce a full map showing the route they took, their stories all shared a common element — that Daoine Gloine was covered in a sea of ooze. These occasional tales drove more explorers to seek out the route to Daoine Gloine and learn the truth of who dwelled there.  

Geography

Aliases
The city of glass
Type
Settlement
Region
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Size
Town  

Society

Demonym
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Races
Goblin
Religions
/  

Commerce

Imports
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Exports
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Currency
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History

Population
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Ruler
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Others

Type
Town

Geography

The mountain passes eventually open onto the top edge of a deep valley. Allowing creatures to gaze down on the city below.  
The legendary lost city of Daoine Gloine spreads out within a narrow mountain vale. Ancient and intricate stone towers rise up from the valley floor, though many of those have toppled against one another to form dangerous-looking walkways extending between the ruins. The rooftops and upper levels of the towers are strewn with vines and foliage. But a strange gleam extends across the lower reaches of the city, resembling an almost-transparent barrier some thirty feet above the ground, visible only where it catches the light.   Below that strange barrier, the buildings of the city are unnaturally clean, showing no signs of vegetation or other life.
 

Description

Tower Level

As the characters draw closer to the city, they get a better view of the stone towers rising above the ooze.  
Gargoyles and caryatid columns abound, anchored to rooftops or extending outward to form massive arches supporting the stonework above.
 

Street Level

Unless they brought a fully sealed vehicle with them, there are no obvious ways for the characters to enter the ooze safely.  

Temple

The tallest tower in the city, when the ooze began to flood the city, the high priests quickly barricaded the dors of this former temple. A successful DC 13 Dexterity (Sleight of Hand) check allows the barricade to be carefully shifted apart to allow access inside. The barricade can also be smashed through (AC 10, 15 hit points, immunity to poison and psychic damage).   Temple. If the barricade is moved or broken open, it reveals a pit beyond, where a sheer drop of 25 feet leads down into this former temple.   The space below is a huge temple gone to ruin. A main hall lined with painted murals is abutted by many smaller side chambers once filled with fine furnishings and decorations. All of that has rotted away to nothing now, but a series of shackles bolted to the wall hints at the horrid rites that must once have taken place here.   A thorough search of the levels of the temple above the ooze also turns up the following:
  • Spell scrolls of animate dead, flock of familiar, and greater restoration.
  • One of Kwalish’s completed experiments — a set of clockwork-enhanced footwear that act as boots of striding and springing
 

Society

Demographics

Goblins

A group of goblins uses the upper ruins as a lair, when any intruder climbs the upper towers or moves along the bridges created where towers have fallen, the vibration of their movement alerts the goblins. When the goblins reach intruders, they attack in an attempt to shove those creatures into the gelatinous ooze.  

Gargantuan Ooze

The gelatinous ooze that protects the city is a single creature of incomprehensible size. It fills the valley to a depth of 30 feet, and cannot move beyond the valley or the city. Even though it has no ability to move, the ooze is aware of all activity around it, and has extensive experience with drawing prey into itself. Treat the ooze as a massive, immobile gelatinous cube with these changes:  
  • It is immune to all damage and conditions.
  • Its reach is 10 feet.
  • Each round, the ooze can make one attack against each creature within its reach: a pseudopod attack against any creature within 10 feet of its surface, or an Engulf attack against any creature in contact with its surface.
  • Alternatively, it can replace any of its pseudopod attacks with attempts to shove a creature within 5 feet of its surface into contact with its surface.
 

Hazard

Ooze Barrier

The gleaming barrier marks the upper edge of the ooze. Above the creature, the flora of the mountains grows in abundance. But from about the third-story level down to the streets, the city appears immaculately clean, with all organic matter consumed by the ooze. A number of the towers that have toppled from age are above the ooze, providing a means for characters to explore and take shelter safely above the city.   A successful DC 13 Wisdom (Perception) check made as the characters get closer to the city provides further clues as to the ooze’s nature. The bones of animals that have recently wandered into the city hang suspended within the ooze, appearing to be floating in midair. Likewise, bits of crumbling walls and broken statuary that have fallen hang suspended above the streets.  

Map

 

History

An adventuring party was captured by the lizardfolk of Daoine Gloine, the city's high priest threatening their lives. Desperate, the party opened a planar gateway while imprisoned in the temple, then opened a portal to one of the layer of the Abyss, an infinite slime put. A flood of ooze issued forth, driving the Lizardfolk from Daoine Gloine and effectively sealing the city away from the rest of the world.   The entire site now spreads beneath a deadly layer of clear gelatinous ooze, perfectly preserved, eerily staged, and utterly devoid of anything organic. The lizardfolk that once occupied Daoine Gloine have all long been driven out.

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