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Sassl Fannl
Item |
Value |
Notes |
Physical Trait |
Large Plane |
200 Square Miles |
Edges |
Soft |
|
Gravity |
None |
|
Time |
Slower |
|
Morphic Trait |
Alterable |
|
Elemental Energy Trait |
None |
|
Alignment |
Neutral |
|
Magic |
Limited to Necromancy & Evocation |
|
Inhabitants |
Celestial |
|
Sassl Fannl was once a small trading hub for inter planer travel.
However, 8 years ago, all that changed. A magic negation device was brought into the realm
and activated. The device has deactivated all magic bar Necromancy and Evocation. This in
turn disabled all abilities to communicate with other planes and also magical means of
providing sustenance.
Previously this plane had primarily been occupied by a small number of
Firre. Having discovered their fate they have been forced into fiery form. However, they
will change back from time to time as required. The Firre do not know the cause of the
magic malaise and will gladly assist anyone in solving the riddle.
The Dao (Room BN) are traders who live here. They have been severely
restricted by the changes that have happened. They get on in a grudging, respectfully,
permanent truce with the Firre. However, they will look on any player character party as
potential servants. They will attempt to capture the party and put them to task to find a
way out of the plane. However, their lack of sociable contact with the others on this
plane mean that they know very little of what has happened.
However, they have not many inhabitants the dispelling of magic as all
their food was either magically created or imported.
Map
The world of Sassl Fannl does not follow normal three dimensional
topology rules.
Location |
Room |
Dimension |
Construction |
Exits |
Notes |
AA |
Spherical |
30' Diam. |
Worked Stone |
1: AB |
The exit to this room has been blocked by a Wall of
Stone, that has then been Worked to a smooth finish. Recently a hole has been blasted
through this wall. It looks like fire was a major item used in this destruction. |
AB |
Corridor |
10' Diam.
30' Len. |
Worked Stone |
1:AA
2:AC |
|
AC |
Intersection |
10' Diam. |
Worked Stone |
1:AB
2:AC
3:AE
4:AF
5:AG
6:AH |
|
AD |
Corridor |
10' Diam.
20' Len. |
Worked Stone |
1:AC
2: AI |
|
AE |
Corridor |
10' Diam.
40' Len. |
Worked Stone |
1:AC
2:AJ |
|
AF |
Corridor |
10' Diam.
40' Len. |
Worked Stone |
1:AC
2:AK |
|
AG |
Corridor |
10' Diam.
40' Len. |
Worked Stone |
1:AC
2:AL |
|
AH |
Corridor |
10' Diam.
40' Len. |
Worked Stone |
1:AC
2:-- |
This Corridor extends to a wall of swirling fog. This
marks the boundary of this plane. |
AI |
Ellipsoid |
160' Diam.
300' Len. |
Worked Stone |
1:AD
2:--
3:AL
4:AL
5:--
6:AL |
Old Firre Living Quarters
This room was clearly once a living quarters. Though
there are no signs of life and the place looks unused. Some thirty years ago the Firre
abandoned this part of the complex as many of their number moved to another plane. They
will be willing to let the party live here.
Fixed around the walls are various object, little camp
ovens, sleeping cocoons, holders for knives and many more utensils necessary for daily
life. |
AJ |
Sphere |
80' Diam. |
Worked Stone – Scarred by Fire. |
1:AE
2:AL |
Firre Game Hall
Here the Firre take delight in ball games. At two
oppsite sides of the sphere, large circils have been painted on the ground. Floating
around the room is a 1' diameter stone ball. There are many scorch marks on the walls from
where the players have collided with the walls. |
AK |
Sphere |
44' Diam. |
Worked Stone |
1:AF
2:AM |
Firre Living Quarters
Two Firre call this living quarters their home.
Driagise HP: 39 (+2 ring of protection)
Beraunnard HP: 37
Magic Items (1)
Ring of Protection +2 (8,000 gp)
Magic Items (2)
+1 great sword (17,350 gp)
* Sheds light |
AL |
Ellipsoid |
700' Diam.
170' Len. |
Cut Stone |
1:AG
2:AI
3:AI
4:AI
5:AJ
6:AS
7:AT
8:AR
9:AY
10:AZ
11:AO |
Firre Store Area
In this area, there are many stone containers
floating, scattered around the room. The containers are round, with a diameter of between
5 and 10 feet. Most have round lids, but some split in two.
There is enough preserved and dried food here to feed
the party. If they have befriended the Firre, they can buy the food at normal rated. The
Firre are also happy to sell them other standard goods at normal market prices. |
AM |
Corridor |
10' Diam.
20' Len. |
Worked Stone |
1:AK
2:AN |
|
AN |
Intersection |
40' Diam. |
Worked Stone |
1:AM
2:AO
3:AP
4:AQ
5:AR |
|
AO |
Corridor |
40' Diam.
30' Len. |
Worked Stone |
1:AN
2:AO |
|
AP |
Corridor |
10' Diam.
20' Len. |
Worked Stone |
1:AN
2:BA |
|
AQ |
Corridor |
10' Diam.
30' Len. |
Worked Stone |
1:AN
2:AS |
|
AR |
Corridor |
20' Diam.
50' Len. |
Worked Stone |
1:AN
2:AL |
|
AS |
Ellipsoid |
430' Diam.
140' Len. |
Cut Stone |
1:AL
2:AQ
3:AY
4:BG
5:AV
6:--
7:BC
8:--
9:BL
10:AW
11:BM |
Abandoned
Bariaur Temple
Eighteen 30' tall statues of Bariaur stand facing away from the center of this large
room. They form a sphere 100 feet in diameter. In the center is a 10' diameter alter. The
alter is plain stone, but is made from Aquamarine.
TRAP: DC30 –
Wires are strung across this room to fix the sphere and statues in place. Anyone who
speeds at above 10' near the statues and alter must make a spot to see the wires. If they
do not, there is a 10% chance for every 10 feet traveled that they will hit the wires,
taking 1d4 points of damage for every 10' of speed.
TRAP: DC29 The statues
and alter are trapped with permanent inflict serious wounds spells. Anyone who physically
touches and who is not Chaotic Good in Alignment will take 4d8+8 points of damage.
The sphere and statues are
anchored with fine wires, DC 30 to find.
The Firre inhabitants of
this world have kept the temple clean and tidy. |
AT |
Corridor |
30' Diam.
60' Len. |
Cut Stone |
1:AL
2:AU |
|
AU |
Intersection |
40' Diam. |
Cut Stone |
1:AT
2:AV
3:AW
4:AX |
|
AV |
Corridor |
30' Diam.
80' Len. |
Cut Stone |
1:AS
2:AU |
|
AW |
Corridor |
20' Diam.
100' Len. |
Worked Stone |
1:AS
2:AU |
|
AX |
Corridor |
40' Diam.
90' Len. |
Worked Stone |
1:BA
2:AU |
|
AY |
Ellipsoid |
480' Diam.
750' Len. |
Rough Cut Stone |
1:AL
2:AS
3:BD
4:BN
5:BF
6:BO
7:BP
8:BI
9:BQ
10:BE
11:BR
12:BB
13:BS
14:BK
15:BT
16:BJ
17:BU |
Firre Living Quarters
One Firre call this living quarters their home.
Karnis HP: 49
* Rhodochrosite (14 gp)
* Zircon (30 gp)
* Red-Brown Spinel (60 gp)
* Citrine (50 gp)
* Black Star Sapphire (1,200 gp)
* Hematite (8 gp)
* Fire Opal (400 gp)
Wand of Cure Light Wounds [50 charges] (750 gp)
* Design, inscription, etc. |
AZ |
Ellipsoid |
980' Diam.
800' Len. |
Worked Stone |
1:AZ
2:BV
3:BL
4:BN
5:BW
6:BP
7:BS
8:CA
9:CB
10:--
11:--
12:BR
13:CC
14:CD
15:CF
16:CG
17:CH
18:CI
19:CJ
20:CK
21:CL
22:CN
23:CO
24:CP
25:CW
26:CX
27:CY
28:CZ
29:DA
30:DG
31:DH
32:DI
33:DN
34:DO
35:DP
36:DQ
37:DY
38:DZ
39:EA
40:EB |
Vegetation
Room
This room is a thick mass of
fungus an mold vegetation. A weak glow of blue light fills the room, seeming to permeate
the room. There is no visible source. It is as if the air is glowing. Animals and insects
also live in this room, up to small size.
The plant life grows through the
room as there is no gravity. There are paths through the room, kept open by the fiery
nature of the Firre.
Exits in italics can only be reached by cutting
through the vegetation.
A person with wilderness law can
tell what is safe to eat – DC 20. |
BA |
Intersection |
40' Diam. |
Rough Cut Stone |
1:AP
2:AX
3:BB
4:BC
5:BD
6:BE
7:BF |
|
BB |
Corridor |
20' Diam.
90' Len. |
Cut Stone |
1:BA
2:AY |
|
BC |
Corridor |
40' Diam.
20' Len. |
Rough Cut Stone |
1:BA
2:AS |
|
BD |
Corridor |
10' Diam.
40' Len. |
Worked Stone |
1:BA
2:AY |
|
BE |
Corridor |
20' Diam.
100' Len. |
Worked Stone |
1:BA
2:AY |
|
BF |
Corridor |
30' Diam.
30' Len. |
Worked Stone |
1:BA
2:AY |
|
BG |
Corridor |
10' Di |
|