Sassl Fannl

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.

  1. Driagise HP: 39 (+2 ring of protection)

  2. 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 Templewpe2.jpg (2405 bytes)
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.

  1. 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

 

Pebbles Up Central Plain of Ye Sassl Fannl Shan Peninsula The Endless Sea

Copyright 2002 Brian yap. This game is distributed under the Open Conent Licence.