The Backstage Pass

A design diary for Knightvision Studios

Archive for the 'ebonyr' Category


Calamas map, Capital of Altalissia

Posted by knightvision on October 5, 2008

I came up with a new map, finally. This week I’m going to start populating the city for future adventures.

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Update 10.4.08

Posted by knightvision on October 4, 2008

I’ve been working a lot lately, which is a good thing, and haven’t had much time to work on my RPG stuff. I’ve completed a city map for Ebonyr today. Tell me what you think.

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Update 9.28.08

Posted by knightvision on September 28, 2008

Well, yesterday and today I’ve been working on a town writeup for Orisa. Orisa is a small port town on the Meridian Sea. Its claim to fame is its proximity to the Ebony Isles and the mysteries there in.

I’ve also started working on the basic outline of B1 Mace of Souls.

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Module update 9.18.08

Posted by knightvision on September 18, 2008

I started writing a back story to the next module, Mace of Souls.
1. A semi-underground temple has come under attack from within
2. The most precious relic, The Mace of Souls, has been taken.
3. PCs enter the picture by coming in the back door of the temple, hopefully defeating the monsters who now dwell there and finding the temple folk.
4. The temple folk thank them for the rescue and beg for their help in finding the Mace.

This adventure will have the following environments
1. Underground complex - dungeon/cavern crawl
2. Underground lake/water
3. Hollow sphere -world within a world
4. Airship
5. Forest
6. Desert/wilderness

Rough draft maps:

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Working on the next adventure module

Posted by knightvision on September 10, 2008

I’ve been thinking of ideas for the next module,”Mace of Souls”, and I came up with a few interesting ideas.

1. Based in a wilderness/desert area, kind of like the Sonaran Desert where I live at.

2. Based partially above and below ground

3. Based upon an abandoned temple complex that was once dedicated to four gods

4. Have a mix of desert and underground monsters

5. Have at least one very complex puzzle or trap

This adventure will be for character levels 3-4 and based on Labyrinth Lord, of course.

Here’s a rough draft map

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What am I doing?

Posted by knightvision on September 6, 2008

Well the past week has been a busy one. I’ve had a few people on the Labyrinth Lord forums proofread the new module, “Dark Shore”. I should have the errors fixed by end of this weekend.

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Adventure A-2 “Mace of Souls”

Posted by knightvision on August 18, 2008

Today I had a brainstorm about the follow up adventure to A-1 Corsairs of Crosskey. I’m calling it “Mace of Souls“. The adventure centers around a newly discovered temple complex of a long lost race (possible giants). It is rumored that a relic called the Mace of Souls rests inside and whom ever retrieves it will have immense power. The leader of a cult is after it and is in a race with the PCs to secure it for himself.

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Artwork descriptions A-1

Posted by knightvision on August 11, 2008

The first hulking creature is a crabman, which will feature promptly at the beginning of the adventure

The second one is is an elf corsair. She leads a pirate band that is assisting a self-styled drug lord.

The third are skeleton pirates/warrior. They are cursed to live in a ship that is in the jungle (i.e. LOST!)

I have more art coming soon.

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Adventure A-1 initial artwork

Posted by knightvision on August 10, 2008

I received most of the artwork today for my new adventure module for Labyrinth Lord. Here’s a sneak preview.

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Updated Pyr-Zud (Fire Dwarves)

Posted by knightvision on August 9, 2008

Pyr-Zud (Fire Dwarves)

Requirements: CON 11

Prime Requisite: STR

Hit Dice: 1d8

Maximum Level: 12

Languages

Kadzar, dwarvish, common and alignment tongues. Possible other languages known due to interaction: Goblin, gnome and kobold.

Lifespan

150-200 years

Description

Pyr-Zud are short, stocky, and possess an incredible resilience and
vitality. The males have beards that act as status symbols and tend to
have flaming red hair, ruddy skin and smoldering crimson eyes. Fire
dwarves tend to have shorter life expectancies due to the danger they
constantly place themselves around. Over the many years, these dwarves
have come to be known for tempers as hot as the lands they love. Fire
dwarves tend to be less tolerant of outsiders within their domains but
still allow strangers to travel their lands. They are clearly the least
friendly of the dwarven races.

Saving Throws - See LL Handbook Pg 55)

Abilities

Heat Resistance: Pyr-Zud ignore the first point of damage from heat or fire-based attacks.

Detecting: 1-2 on 1d6 chance of detecting traps, false walls, and hidden construction due to their time underground.

Unlike other dwarven races they have no infravision. This is due to the heat and fire environment they have grown accustomed.

Level Progression - See LL handbook pg 10

Experience Level Hit Dice (1d8) - See LL handbook pg 10

Background

The Pyr-Zud are a very militaristic and “no nonsense” society. They
are warriors at heart, but don’t fight for fighting sake. Most of the
other races have the saying, “Pyr-Zud eat battle and crap victory”. The
Pry-Zud normally reside underground near magma flows and volcano’s.
There a few clans that have taken up residence in the Gebroan Wilderness, where the daytime temperature can reach 130+F in the summer months.

Like other dwarves, they are master stonemasons and their metalworks
are second to none. They have assisted other races in weapons
production, but their metal crafting techniques are kept a closely
guarded secret to this day.

Religions

Pyrian, a god of craftsmen and the forge

Pyr-Zud, worshiping Pyrian, have many fire cleansing traditions,
which mainly involve burning small portions of themselves while saying
a prayer for the flames to cleanse them. Cold creatures with any
intelligence fear the burning wrath of these dwarves.

Rue Ash center point of the Pyrian faith, and many followers of this god, of many different races, journey there on pilgrimages.

The Praxian Church has made small inroads into the dwarven culture as well. Pyrian priests tolerate this new faith with in trepidation.

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