MDMC #42 : Create a Remote Location

Land of Ig

The demiplane of Ig is not a typical destination for travellers. Seemingly natural disasters occasionally open portals to this usual land. Cyclones might deposit travellers onto Ig. Earthquakes casts people into the ground only to emerge into this strange land. Great storms blowing airships across the dimensions and crashing down to the ground.


Their are five great regions, Halfland, Aniling, Darkhome, Simiakin, and the City of Amethyst. Technically the Warlock of Ig rules over all the lands of Ig but he has little true power outside of the Jade City. The other four regions are under the control of the sorceresses. Even within those areas there are people who have not seen a sorceress and operate independently. People of Ig typically dress in the color of their region except for sorcerers and warlocks. The spellcasters usually wear white. Travellers outside of the typical color scheme stand out. If any wear mostly white, the inhabitants may assume he or she is a wizard.


Great plains cover much of Halfland. The rich farmland provides much of the food for the other lands. The fields are tended by mostly Halflings but some Humans also call this land home. The inhabitants typically wear blue suits and dresses. A mushroom like architecture dominates the home design with a dark blue roof and light blue walls. Once so prosperous a great gold path cuts through the middle of the region leading the City of Amethyst. The coming of the Vile Sorceress of the East brought an end to that fortune. She ruthlessly rules over her subjects. Bribes ensure the success of the wealthy. Despite the evil ruler, the majority of Halflanders are good people. They are far too afraid to fight the sorceress directly but will aid travellers who show a good heart.


Some say Aniling is the least populous area of Ig but that is far from the truth. The mountains and forests provide shelter for a great variety of talking animals and intelligent plants. The intelligent creatures do not have the same civilization as that found elsewhere but it would be a mistake to think of them as uncivilized. The talking animals are found throughout the region except in Clear Wood. The treants of Clear Woods do not like meat creatures. On the edge of the forest a group of treant stands guard and flings trespassers away. Once inside the woods, travellers are usually left alone unless they spoil the land. The plants of Aniling seem to have an even more vibrant green than anywhere else. The Serene Sorceress of the South, Cindy, protects and manages the region. She is most powerful of the four sorceresses but usually stays in her palace. Some rumors of monstrous spiders have begun to spread recently.


Darkhome is the least inviting of the great regions. The trees never seem to attain their full green color giving the forests a haunting feeling. Abandoned mines are found in many locations. The Vile Sorceress of the West robs the earth of all it's treasure. Goblins mine feverishly for metals and gemstones to satisfy the sorceress. Dark yellow uniforms make the inhabitants indistinguishable. Homes are typically crude and small. Unlike the Halflanders, the people are completely defeated and will not do anything that could lead to punishment. Elite squads of werewolves, arrowhawks, and giant bees enforce the sorceress's will. Additionally she has acquired the simian crown that allows her to control the winged apes from Simiakin.


The Winged Apes used to inhabit the forests of Simiakin. The weak and old remain but the strongest have been taken to Darkhome. The Human and Halfling population have been growing with refugees from Halfland. The red dye produced by the local plants are found no where else. The dye is used for clothes and buildings by the citizens of the realm. As the weakest of the four sorceresses, the Serene Sorceress of the North tries to make her people as happy as she can. Her education curriculum has become a model of excellence to the other regions. She opposes the Vile Sorceress of the East and West but is unable to stop them. Were it not for the Warlock and Serene Sorceress of the South, the Vile Sorceresses might have already taken her land.

City of Amethyst

The City of Amethyst can be seen long before travellers reach its gates. Amethyst towers reach farther into the sky than any city ever has. A purple glow covers the city as the sun hits against the gemstone walls. Large gates block entrance into the great city. Races from all across Ig are found in the City of Amethyst but Halflings and Humans have the greatest numbers. Under the rule of Queen Gillian, it was a small city but the Warlock changed all that. He arrived during an attempt to oust the fairy queen by the two Vile Sorceresses. His airship crashed into the palace just as the evil forces invaded its halls. What happened inside is not entirely know. The evil forces retreat from the great power wielded by the Warlock but Queen Gillian was no where to be found. The airship had a great sail with Ig on it which the inhabitant took as a sign that he was meant to rule. Reluctantly the great Warlock accepted command until the queen's return. His guidance has brought the city to unrivaled greatness but he spends most of his time using his magic to search for the lost queen.

Unusual Properties of the Land

Despite the current rule by magic-wielders, spell casting was outlawed by the Queen Gillian before being overthrown. To help enforce the law, she imbued a special property to water. Water melts Wizards and Sorcerers in this land. Opponents can use a flask of water in the same manner against Wizards and Sorcerers as holy water is used against undead.

New/Modified Monsters

Treants of Clear Woods hate to physically move. They do not trample like treants of other worlds. They have learned to snatch (as monster feat). Opponents slammed by the treant can be grappled like snatch allows for a claw or bite attack. Small or greater creatures will be blocked or possibly thrown away if the attempt to enter the forest. Tiny and lesser creatures are usually ignored by the treants.

Talking animals are essential normal animals with the Awaken spell cast upon them.

Winged Ape
Size/Type: Medium Monstrous Humanoid
Hit Dice: 3d8+3 (18 hp)
Initiative: +2
Speed: 30 ft., fly 40 ft. (average)
Armor Class: 13 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +3/+5
Attack: Claw +5 melee (1d4+2)
Full Attack: 2 claws +5 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +5, Will +2
Abilities: Str 15, Dex 14, Con 12, Int 8, Wis 8, Cha 4
Skills: Listen +2, Spot +2
Feats: Hover, Flyby Attack
Environment: Warm forests
Organization: Solitary or troop (5-20)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +3

A Winged Ape resembles a small gorilla with feathered wings on its back. An adult male is 4 to 4 1/2 feet tall and weighs 150 to 225 pounds. Even though they currently serve the Vile Sorceress of the West, they will not harm someone with the arcane mark of the Serene Sorceress of the North.

Notable Characters

Vile Sorceress of the West
Goblin Wizard 13
Small Humanoid
HD: 13d4+13 (50 hp)
Init: +3
Speed: 30 ft.
AC: 18 (+3 Dex, +1 size, +2 armor, +2 deflection) Touch 16, Flat footed 15
BAB/Grapple: +6/+1
Attack: dagger +7 melee (1d3-1 plus 1d6 cold)
Full Attack: dagger +7/+2 melee (1d3-1 plus 1d6 cold)
Face/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Darkvision 60 ft.
Saves:Fort +5, Ref +6, Will +7
Abilities: Str 8, Dex 15, Con 12, Int 20, Wis 8, Cha 8
Skills: Concentration +17, Decipher Script +12, Intimidate +6, Knowledge (Arcana) +20, Knowledge (Architecture and engineering) +7, Knowledge (Dungeoneering) +9, Knowledge (Geography) +9, Knowledge (History) +10, Knowledge (Local) +11, Sleight of Hand +4, Spellcraft +22
Feats: Brew Potion, Craft Wand, Empower Spell, Extend Spell, Improved Counterspell, Improved Familiar (Formian worker), Scribe Scroll, Spell Mastery (Charm Person, Disguise Self, Summon Monster I)
CR: 13
Alignment: Lawful Evil
Languages: Common, Draconic, Elven, Goblin, Giant

Typical Spells Prepared (4/6/5/5/5/4/2/1; save DC 15 + spell level)
0 - Detect Magic, Mage Hand, Message, Ray of Frost; 1st - Protection from Good, Charm Person, Disguise Self, Mount, Shield, Unseen Servant; 2nd - Invisibility, Darkness, Web, Summon Monster II, Summon Swarm; 3rd - Deep Slumber, Fireball, Lightning Bolt (x2), Summon Monster III; 4th - Extended Fly, Mass Enlarge Person, Stoneskin, Dimension Door, Detect Scrying; 5th - Dominate Person, Mage's Private Sanctum, Prying Eyes, Dream; 6th - Mass Bull's Strength, Acid Fog; 7th - Empowered Cone of Cold

Equipment: Wand of Magic Missile (9th) (50 charges), Simian Crown, Bracers of Armor (+2), Ring of Protection (+2), Frost Dagger +1

Combat: The Vile Sorceress of the West prefers to let her minions deal with foes. If her elite forces are insufficient, she will boost her goblin soldiers with mass bull's strength and mass enlarge person. She cares little for her goblin subjects and will not hesitate to use area effect spells while they are within the blast zone.

Vile Sorceress of the East
Goblin Wizard 13
(As I imagine most people using this location would kill the Vile Sorceress of the East on arrival, I'll leave the stats up the to the DM's imagination. I've also purposely left out stats for the silver slippers.)

Serene Sorceress of the North
Halfling Witch 10 (DMG pg 175 - Sorcerer with different spell list)
Small Humanoid
HD: 10d4 (30hp)
Init: +1
Speed: 20 ft.
AC: 14 (+1 Dex, +1 size, +3 natural armor) Touch 11, Flat footed 13
BAB/Grapple: +5/+0
Attack: staff +5 melee 1d4-1
Full Attack: staff +5 melee 1d4-1
Face/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: None
Saves:Fort +4, Ref +5, Will +9
Abilities: Str 8, Dex 12, Con 10, Int 16, Wis 13, Cha 21
Skills: Bluff +11, Concentration +5, Craft (Weaving) +4, Diplomacy +13, Gather Information +10, Handle Animal +9, Heal +3, Knowledge (Arcana) +12, Knowledge (Local) +6, Knowledge (Nature) +5, Sense Motive +5, Spellcraft +15, Use Magic Device +15
Feats: Brew Potion, Improved Counterspell, Magical Aptitude, Negotiator
CR: 10
Alignment: Neutral Good
Languages: Common, Halfling, Elven, Dwarven, Goblin

Spells per Day (6/8/7/7/6/4; save DC 15 + spell level)
Known Spells (9/5/4/3/2/1)
0 - Arcane Mark, Cure Minor Wounds, Daze, Detect Magic, Flare, Light, Mending, Read Magic, Resistance; 1st - Cause Fear, Change Self, Cure Light Wounds, Comprehend Languages, Endure Elements; 2nd - Blindness/Deafness, Cure Moderate Wounds, Detect Thoughts, Locate Object; 3rd - Bestow Curse, Create Food and Water, Remove Blindness/Deafness; 4th - Divination, Polymorph; 5th - Feeblemind

Equipment: Staff of Passage (13 charges), Circlet of Persuasion, Cloak of Charisma +2, Amulet of Natural Armor +3.

Combat: The Serene Sorceress of the North dislike violence and will try to leave. If forced to fight she will try blindness and polymorph herself or an ally into a powerful creature. If the combat goes against her, she will feeblemind arcane spellcasters. She doesn't like to use feeblemind due to her inability to cure the effect. She bestow curse is another spell see tries not use since she can't undo the effect.

Personality: She is a very caring person. She will help travellers with good intentions if she can.

Cindy, Serene Sorceress of the South
Elf Wizard 17
Medium Humanoid
HD: 17d4 (38hp)
Init: +3
Speed: 30 ft.
AC: 20 (+3 Dex, +5 armor, +3 deflection) Touch 16, Flat footed 18
BAB/Grapple: +8/+7
Attack: longsword +10 melee 1d8+2
Full Attack: longsword +10/+5 melee 1d8+2
Face/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Low-light vision, Spell Resistance 18
Saves:Fort +9, Ref +12, Will +15
Abilities: Str 9, Dex 16, Con 11, Int 25, Wis 13, Cha 10
Skills: Concentration +20, Handle Animal +4, Knowledge (Arcana) +27, Knowledge (History) +17, Knowledge (Local) +17, Knowledge (Nature) +23, Knowledge (The planes) +27, Sense Motive +4, Spellcraft +29
Feats: Animal Affinity, Augment Summoning, Empower Spell, Improved Counterspell, Maximize Spell, Spell Focus (Conjuration), Spell Penetration, Greater Spell Penetration, Scribe Scroll, Widen Spell
CR: 17
Alignment: Chaotic Good
Languages: Celestial, Common, Halfling, Elven, Slyvan

Spells per Day (4/6/6/6/5/5/5/4/2/1; save DC 17 + spell level)

Equipment: Spell Storing Longsword +3, White Robe of the Archmagi, Headband of Intellect +4, Ring of Protection +3, Ring of Regeneration.

Combat: Cindy favors summons but has sufficient firepower to handle most opponents.

Personality: Cindy is somewhat detached from the world. She spends most of her time in her palace. She prefers the company of the talking animals to humanoids.

Warlock of Ig
Human Illusionist 3
Medium Humanoid
HD: 3d4 (7hp)
Init: +1
Speed: 30 ft.
AC: 14 (+1 Dex, +3 armor) Touch 11, Flat footed 13
BAB/Grapple: +1/+1
Attack: staff +1 melee 1d6
Full Attack: staff +1 melee 1d6
Face/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: None
Saves:Fort +1, Ref +1, Will +1
Abilities: Str 10, Dex 13, Con 10, Int 18, Wis 7, Cha 16
Skills: Bluff +6, Concentration +3, Diplomacy +6, Knowledge (Arcana) +10, Knowledge (Architecture and engineering) +7, Spellcraft +10, Use Magical Device +6
Feats: Run, Dodge, Scribe Scroll, Spell Focus (Illusion)
CR: 3
Alignment: Neutral
Languages: Auran, Common, Halfling, Sylvan, Giant

Typical Spells Prepared (4+1/3+1/2+1; save DC 14 + spell level) [Barred from Conjuration and Necromancy]
0 - Detect Magic, Ghost Sound, Light, Ray of Frost, Prestidigitation; 1st - Charm Person, Color Spray, Silent Image, Shield; 2nd - Invisibility, Mirror Image, Phantom Trap

Equipment: Quaterstaff, Rod of Hallucination, Bracers of Armor +3.

Combat: The Warlock will attempt to use the Rod of Hallucination to scare away opponents. If that doesn't work he will use invisibility to retreat back to the Airship Engine and use its power.

Personality: Warlock is fearful of the Sorceresses discovering his limited spellcasting ability. Originally he planned to build a new airship and get out of Ig but he has grown fond of the power he commands. As long as people believe he is powerful, he is confident and commanding.

Magic Items

Rod of Hallucination
This rod is one color with a second color spiralling down from top to bottom. The actual colors change after each use of the device. The rod casts Major Image on command. After using the device or one hour of continuous use, it causes the user to be fatigued.

Strong illusion; CL 5th; Craft Rod, Major Image; Price 25,000 gp.

Simian Crown
The simian crown is a silver crown with 3 rubies. Originally designed to protect a former noble of Simiakin from attacks by the winged monkeys. Three times per day the crown can cast dominate monster on any winged ape. The Vile Sorceress has used the item on the King of the Winged Apes and several other Winged Apes. The Winged Apes do not realize the limit of the device and generally obey the wielder without need to be dominated.

Strong enchantment; CL 17th; Craft Wonderous Item, dominate monster; Price 60,000 gp.

Major Artifact

Airship Engine
The device looks like a cylinder with unusual runes all about it. Runes glow and wane seemingly at random. Only a handful of these devices have been found. The true power of them is unknown. It was discovered that even a weak wizard can use the device to lift ship into the sky. By necessity the Warlock of Ig has found it can greatly enhance his spell casting ability. He used the device to create powerful illusions that drove off the Vile Sorceresses when he crashed. He continues to use the device to place an illusion over the entire City of Amethyst. While the original city was constructed from amethyst most of the expansion since the Warlock arrival and simply ordinary rock (Will save DC 20 to disbelieve).

Adventure Ideas

The obvious adventure is attempting to return home after being transported by some disaster. Ig has plenty of political troubles to create numerous adventures. The characters could try to free those repressed by the Vile Sorceresses of the West and East. There are still questions of what happened to the former Queen. It should be obvious where the inspiration of the setting comes from. A treasure trove of ideas for adventures can be found in the Oz books. Perhaps have a character's soul transfered to a warforged or iron golem for the Tin Man. A wild shaped druid stuck in animal form could serve as the lion.

Thematic Elements
1. A common nonmagical inanimate substance (water) acquires new properties within the location that can be used to the party's advantage.
6. An event or activity not involving combat might draw a party to the location.
10. The entry contains an homage to E. Gary Gygax. (Gary Gygax authored several classic modules including Dungeonland and The Land Beyond the Magic Mirror which are adaptations of Lewis Caroll's Wonderland books. In that tradition this entry adapts The Wizard of Oz for D&D. I've purposely restricted the adaptation to the first Oz book with the exception of laying the foundation for the second book to avoid the inconsistency found in the books.)
11. The location is an entire plane or demiplane.