Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
les_champs_en_pleurent [2019/12/23 15:23] maitregobles_champs_en_pleurent [2025/12/11 15:20] (current) – external edit 127.0.0.1
Line 1: Line 1:
 +====== Les Champs en Pleurent ======
  
 +**Les Champs en Pleurent** is a stretch of land east of the town of [[Ghalt]].  Les Champs en Pleurent saw battle after bloody battle as [[Thrane]] and [[Aundair]] fought for control of what is now southern Aundair. Today, no one farms these fields, no animals graze upon the crimson-tinged grass. The place has a forlorn, melancholy atmosphere, as though a thick and cloying fog hangs over it. On nights when the primary moon of the month rises full, the sounds of battle can be heard rolling across the empty expanse, and some claim that the dead soldiers even appear to continue their endless struggle for the land.
 +
 +The name of the area comes from the sound the wind makes when it blows from [[Lac Galifar]] and crosses into Thrane. That's when sounds of anguish and despair claim the fields. Low and distant during the day, the cries grow louder and more distinct at night.
 +
 +**Environment:** During the day, a DC 20 Listen<br />check is suffi cient to hear the sounds of past battles;<br />on ordinary nights the DC drops to 15. On the night<br />of the full moon, hearing the battle is automatic—it’s<br />a real battle at that point, not just the distant echo of<br />past clashes.<br />When the moon is full, characters can see clearly<br />for 60 feet, and they can peer through concealing<br />Ombres for another 60 feet; characters with lowlight<br />vision can see 120 feet, plus another 120 feet in<br />Ombres. The prevailing Aundair weather applies in<br />Les Champs en Pleurent on full-moon nights, although the<br />Mort-vivant soldiers largely ignore weather. The magical<br />transformation that turns Les Champs en Pleurent into<br />an Mort-vivant battlefi eld suffuses the entire area with a<br />strong aura of necromancy.
 +
 +**Terrain:** Les Champs en Pleurent are battlefield terrain (p.91DMG)
 +
 +**Features**
 +
 +***Fortifications:** Walls, trenches, and berms appear in the night.(p91DMG)
 +***Graves:**Graveyards have gravestones every 10 feet. Standing<br />in a square with a gravestone gives you a +2 bonus<br />to Armor Class and a +1 bonus on Refl ex saves (these<br />bonuses don’t stack with cover bonuses from other<br />sources). The presence of a gravestone doesn’t otherwise<br />affect a creature’s fi ghting space.Crypts and monuments are generally windowless 10- or 20-foot-square stone buildings, sometimes with a basement level. Monuments have open doorways so visitors can see the statuary and inscriptions, but crypts are kept locked (with a DC 20 or 30 lock). Some<br />50% of crypts have a CR 7 to CR 10 trap to keep grave robbers out; those that don’t have traps were looted<br />decades ago.The Mort-vivant soldiers that fight on Les Champs en Pleurent emerge from the night itself, not from specific crypts. But the Mort-vivant fi ght tenaciously to seize and hold graves belonging to their side.
 +***Funeral Pyres:**The pyres burn throughout the night, casting bright illumination for 200 feet in every direction.They also have treasure (described below) that makes them a target for treasure hunters willing to risk the wrath of the Mort-vivant.
 +**Encounters**
 +
 +CRYING FIELDS ENCOUNTERS<br />d% Encounter Average EL<br />01–11 1 charnel hound 13<br />12–18 1 lich 11th-level wizard 13<br />19–30 1d3 wraiths, dread 13<br />31–39 1d4+4 bodaks 12<br />40–47 1 Dévoreur 11<br />48–55 1 half-celestial 9th-level paladin 11<br />56–63 1 half-fi end 7th-level cleric, 1 bone Diable 11<br />64–73 1 retriever 11<br />74–82 1d4+4 spectres 11<br />83–94 1d4+4 vampires, 5th-level Humain fi ghters 11<br />95–100 1d3 Ombres, greater 10
 +
 +**Treasure**<br />Each funeral pyre has a rich array of gifts for the<br />afterlife—a double standard treasure for a CR 12<br />encounter. Reroll any results that give you fl ammable<br />treasure, such as scrolls or tomes.
 +
 +**HISTORY**<span style="font-weight: bold;"> - **Knowledge (local) check**<br />Crying Fields to learn more about the place.<br />**DC 10:** Les Champs en Pleurent are a place in southern<br />Aundair near Thrane where a number of battles were<br />fought during La Dernière Guerre.<br />**DC 15:** No one goes there anymore except to<br />honor the dead soldiers buried there. It’s said you<br />can still hear the sounds of battles if you stand in the<br />Crying Fields and listen.<br />**DC 20:** Every month when the moon is full,<br />those who died on Les Champs en Pleurent are returned<br />to life as Mort-vivant horrors, and they battle each other<br />until sunrise.<br />**DC 30:** The Mort-vivant hate the living, but even more<br />they hate Mort-vivant who wear the uniforms of their enemies<br />in life. They venerate fallen heroes with funeral<br />pyres, many of which have rich treasures atop them.<br />**A DC 15** Knowledge (history) check is suffi cient to<br />know details of the fi ve battles that took place on what<br />is now Les Champs en Pleurent: the strategic circumstances,<br />the units involved, and individual acts of heroism great<br />enough to become folklore.
 +
 +The Crying Fields are a region of land to the east of Ghalt, a town in Aundair.[1][2][3] It is located near the Thrane border. During the Last War, the Crying Fields were the site of five battles between Thrane and Aundair, as Thrane troops would often attempt to use the fields to avoid Towers Valiant and Vigilant.[2] Aundair was eventually victorious, with the region passing into their control.
 +
 +The fields display signs of some sort of haunting or curse, for since the battles the grass that grows here has become a bloody crimson red. The sounds of battle can be heard from out of the fog, quietly during the day and louder at night, with the loudest nights occurring once per month, on the night that the month's dominant moon is full. On these nights it is said that undead soldiers rise to walk the plains. Not only that, but trenches, walls and other fortifications magically appear in the fields on these nights, though they are jumbled by the overlapping memories of five distinct battles. The region is thoroughly abandoned by the living. Despite what one might expect, the name comes not from the tragedies that occured here but from an odd weather pattern in the region. When the wind is right, it blows across Lake Galifar and creates a sound of anguished crying. Whether this is a natural phenomenon or linked to the alleged hauntings is unclear.[1][2]
 +{{tag>[Aundair]}}
 +
 +{{tag>[Aundair]}}
 +{{tag>["Géographie"]}}
 +{{tag>["Lieu"]}}