Sunday, 24 June 2018

Swords & Wizardry CSIO Game - Morgansfort & Beyond




DEARTHWOOD & THE ROGLAROON, 15 miles/hex







Sir Sigurd Thormansun (PC)
Elfis the Elf (PC)


PCs


Standard gear: Clothes, flint & steel, backpack

1. Sir Sigurd Thormansun (Chris), of Sea Rune, Knight Defender of Modron, Fiance of Princess Philomena (fr. M8 4448): Fighter-6 (12/8/48) human male ST 18 (+2/+3)  IN 11 WI 7 CO 15 (+1) DE 14 (+1) CH 11.
AC 18 (plate, shield, dex) HP 37 (F4) Save 11 BTH +2
Gear:bastard sword (1h)  TH: +4 (F4) dam: d8+3 (d8+4 2h) #ATT: 3
Armour: Platemail & shield. max load 105 lb Mv 40'/120'

2. Sir Generyk the Flying Wyzard, Court Wizard of Modron (Bill) MU-5

NPCs - Modron
Princess Philomena Anoethinsdottir, Priestess of Modron & Mitra

Princess Philomena (Filly) Anoethinsdottir of Modron, betrothed 12/8/47 to Sir Sigurd of Sea Rune (PC): Cleric-3 human female ST 7 (+0) IN 15 WI 15 CO 9 (+0) DE 13 (+1) CH 18
AC 19/17 (16 platemail, +1 DEX, +2 shield +1)  HP  18 (8,5, 5) Save  13; +2 vs paralysis & poison
Spells: 2 1st (cure light wounds x2) 1 2nd (hold person)
Gear: mace ATT+1/d6, ornate platemail AC 16; shield +1 +2 AC, gold holy symbol of Modron & Mitra.
SA: Turn Undead (roll 2d10, then 2d6 for number turned): lvl 2 7+ skeleton 10+ zombie 13+ ghoul 16+ shadow 19+ wight 20 wraith.
A priestess of Modron the River Goddess in her aspect as Bride of Mitra, Lord of Dawn. Third of seven daughters to King Anoethin of Modron, the city where the river Modron meets the great river Roglaroon. Betrothed to Count Huberic of Haghill, Philomena was kidnapped on her way to marriage at the Midsummer Deflowering, but rescued from swamp goblins 21/6/48 by Sigurd & Elfis. She decided to stay with the party under cover as a travelling adventuress to investigate a growing evil beneath the Old Island Fortress south-east of Morgansfort.
12/8/4447: Sir Sigurd was granted Princess Philomena's hand in marriage for his part in aiding Sir Generyk in saving Modron and the City State from the Skandik threat.

PC/NPC Stat block:  ST IN WI CO DE CH
AC HP Save BTH
Gear:

Occasional PCs
1. Elfis the Elf (Fergus PC): Fighter-2 Wood Elf male ST 15 (+1/-) IN 11 WI 10 CO 11 DE 14 (+1) CH 13.
AC 14 HP 12 Save 13 BTH +0
Gear: 12 arrows & 4 short arrows, elven longbow (+2/d6 #FR: 3) Scalemail (as ringmail) AC 14, battleaxe (+1/d8+1 2h #ATT: 2), load 61/85 lb Mv 40'/120'
SA: darkvision 60', search hidden 4 in 6, immune ghoul paralysis, max level Ftr-8
SA: 2 attacks/rnd vs 1 hd foes, Parry -1

2. Sir Madron, Knight of Modron (Craig PC) Ftr-4


 MODRON

Modron Region 15 miles/hex


Image result for human Fighter
Cpl Darion RIP 11/7/48
Hex Notes
3515 Dangerous packs of wild dogs roam the woods & meadows here. west of the Roglaroon. Some say they were once men, turned to beasts by an evil enchantress. Others say they are descended from pet dogs who survived the destruction of a noble lord's manor by raiding orcs of the Dearthwood.
3615 Modron City, sacred to both Mitra and the river goddess Modron.
3616 Southwatch Castle guards the southern approach to Modron from the bluffs between the Estuary of Roglaroon and the River Modron, overlooking both. Garrison of priests & 80 men at arms.
3617 Falifell Village - rumours of bloodstained mushrooms wreaking havoc. 18/7/48 redcaps slain.
3715 Gasconfold Plain - wield horses herded by the wild Tharbrian Plainsfolk in their bright wagons.
3716 Brass Gate village, Cloudtop Hill - Watchtower, Cloudtop ruins to east show snake-sigil markings. 11/7/48 Yuan-Ti abomination driven from ruined Set temple.
3815 Rumours of Fey. Bakof's Tomb.
Image result for female elf Fighter
Cpl Morningstar RIP 11/7/48
3816 Oldspell village. Strange blue gnomes.
3817 Thornwood village. Blessed fountain.
3915 Estate of Geralt Montgomerie. Ruins of an ancient temple.
3916 Bridge & Watchtower commanded by Carrow Oakhand.
3917 Redstone Farm below Wolfcrag Bluff - Albert (RIP) & Bernadette Redstone.
Modron - West

Modron - East

Modron NPCs 


Palace NPCs
King Anoethin, ruler of Modron, Cleric, Patriarch of Mitra
Lord Serile the Sans, Royal Minister, Cleric, 1st cousin of Anoethin
Duchess Tara Tetle (f), Mistress of Ledgers, Cleric, Chief of Ports & Customs, cousin of Anoethin
Duke Kralinor, Keeper of the King's Warehouse, Paladin, cousin of Anoethin,
'Old' Drawlin, Palace Chamberlain, Cleric
Thwarton the Groundskeeper-Minstrel, Bard
General Modronel, Ftr (away at the wars)
Sammy of Margate, palace slave girl

Sammy of Margate, Modron Palace slave girl
The Knight Defenders of Modron
Knight-Captain Sir Khorbane of Corm, Ftr
Sir Torga the Teeth, Ftr
Sir Ledbread Abul, Ftr
Sir Burrey Berrle, Ftr
Sir Trawailer, Ftr

Temple of Mitra
High Priest Shalot, Speaker With The Gods
Protector Chansler
Deritum, Receiver of Dignitaries
Waxriatl, Leader of the Common Services
Ceratalor, Temple Scribe & Coordinator

Outside Walls
Esdelia the Sea Hag, maker of the Red Seaweed & Octopus Eye Stew of Water-Breathing (10gp)

Military Barracks
Sgt Korlin of Cairn, Commander of the Interior Guard, Ftr

City NPCs
#12 Seer Sorta the Fortune Teller
#16 Alchemist School - Archimedes Aragon
#21 Philosopher's Stone Alchemist's Shop - Dubious Deletter
#22 Inn of the Drawn Sword - Rockaree Redletter the green dragonslayer, dwarf Ftr
#23 Somethin' Cookin' eatery - Telly Tirile
#24 Expeditions Unlimited - Derailor Hum, Ftr
#27 Inn & Out Inn, Hornrik Steptoe, hobbit
#30 Weapons Shop - Thumbold, legendary smith, Dwarf
#31 Concentric Circles - Shambley, Dwarf smith
#32 Kellarbari Tavern - Sidslone Berae, innkeep-sage
#40 School of the Samurai - Mataguchi Ton Lai Hum
#52 Waterdown Tavern
#53 Sir Shamblin Gait the Gossiper


John Little

John Little of England (retired PC): Thief-3 human male ST 13 (+1/+0) IN 9 WI 8 CO 13 (+1) DE 14 (+1) CH 12
AC 13 HP 14/14 Save 13
CON raised +1 at 2nd
Gear: bastard sword (+1/d8+1 2h #ATT 1) & gambeson (as leather) AC 13, shortbow (+1/d6 FR 2), 4 arrows, load 41/85 lb Mv 40'/120'
Languages: Common, Infernal (failed conjurer's apprentice)
SA: Thief abilities, Backstab +4/x2. Thieves gain a +2 bonus on saving throws against devices, including traps, magical wands or staffs, and other magical devices. Read Normal Languages 80%
Level Climb Walls Delicate Tasks Hear Sounds (d6) Hide in Shadows Move Silently Open Locks
3             87           25                           4 in 6                    20                          30                 20

Old Gnarly the Fisherman, of Morgansfort: NM AC hd d6 hp 5 Save 18 ST 11 IN 15 WI 16 CO 13 (+1) DE 11 CH 6 ML 7 Gear: fishing gear, rope, hand axe ATT +0/d6. T: 293gp from King Anoethin of Modron. M8 4448 residing in Modron, living the high
Hex 4217 - the Lost Valley
life with his reward.


Old Gnarly the Fisherman









MORGANSFORT

(Hex 2624/2625) Morgansfort region.


Morgansfort Keep, 2624
Morgansfort NPCs

#1 Gatehouse: Scribes Hobeth & Glain
#3 Common Stable & #8 house: Stableman Hardel & his 3 sons  
#5 Trader Jeroh Lotherra
#7 Herbalist & healer Maien Brai & her comely daughter Jyni
#9 Bargus's gambling house & 'festhall'  (in cellar under #12)
#10 Thelan Taramedes the Mage
#11 Rugarr the Smith, & his assistant Tob.
#12 common warehouse - clerk Sardis, labourers Valdin Tamas & Kaino.
#13 Toothless Dragon - Garnoth, wife Lianna, daughters Irene & Louise
#14 Iron Helm Inn - Innkeeper Lorynn
#15 Chapel of St Queril, Father Thelbainn of Thoth (Reformed Church) & his assistants Baris Jerard & Melean.


The Toothless Dragon Tavern

Bailiff Tomandy of Morgansfort
Image result for man at arms
Morgansfort Men at Arms
Louise the Clumsy Barmaid, Toothless Dragon
Garnoth the Barkeep, Toothless Dragon

Lorynn, Iron Helm Innkeep

Rugarr, Morgansfort Smith
Irene Garnoth's-Daughter, buxom barmaid
Mermist Swamp Kobold

NPCs - Morgansfort

Lucy the Slave Girl
Lucy the Slave Girl, Bargus' Casino: NM AC 9 hd 1d6-1 hp 2 Save 18
 ST 5 (-1/0) IN 10 WI 12 CO 7 (-1) DE 5 (-1) CH 16 ML 5 Gear: slave collar, loincloth
25/6/48 Lucy was bought along with Malene by Innkeep Lorynn in the CSIO to bring back to Morgansfort, but 26/6 5 miles north of Morgansfort they were kidnapped by Wild Orcs of the Purple Claw in service to a mysterious Necromancer.

Leena the Thief, one of Bargus' girls


RORYSTONE ROAD REGION

HAGHILL, JEWEL OF THE ROGLARAS


GEOGRAPHIC FEATURES OF THE REGION

Alderock, River (Calm Aquatic): This narrow, deep
river flows from the Adderwood into the Estuary of
Roglaroon. Periodically, gold is found in the shallows,
triggering gold rushes every few years.

Archlin Stream (Calm Aquatic): Tributary from the
River Hagrost. Watering area for hill wildlife. Encounters:
badgers, deer

Adderwood (Dense Forest): Twisting trees and vines
with a life of their own gave this place its name. Encounters:
Carnivorous plants

Barzanit, Falls of (Stormy Aquatic, Perilous): Majestic
falls where the River Wakeful plummets from the
heights of Lanshan Cap, the falls are visible in the distance
to those on the Crossings of Ricaridge, but are not easily
accessible.

Battleplain Gwalion (Battlefield, EL 8): Legendary
site of barbarian and nomad wars. The ground is fertile
from spilled blood and contains the remains of many dead.
Encounters: ghosts, skeletons

Bendigroth, Plateau of (Grasslands): The Plateau of
Bendigroth is a hundred-mile-wide swath of grassy steppes
only sparsely interrupted by small copses of wind-stunted
trees. It is ideal country for cavalry and horsed nomads, and
is widely renowned for the availability of expert horsemen
as light cavalry mercenaries. Many battles have been
fought on these plains, as hordes of Tharbrian nomads
have periodically swept down from the northwest. These
plains provide a source of flint for the villagers of Havocia.
Minotaur and wereboars are dangers for the local villagers.
A certain region of Bendigroth is known as the Plain of
Skulls, since one cannot walk for ten paces in any direction
without encountering human bones, as a result of a horrific
battle between invading Tharbrians and the forces of the
World Emperor at Viridistan. At the eastern end of the
plan are row upon row of skulls, human and otherwise, all
facing east. It is said that they form a part of some religious
ritual. Encounters: skeletons, specters, wraiths, witches
Brezal Isle: Just north of Croy is the Skandik island
Brezal Isle and its capital city, Armagh. The king of Brezal
is believed to be a tributary king under the rule of the
Skandik Warlord, Alkazed, at Ossary. Sailors tell dark tales
of the great sea monsters that swim near Brezal Isle. It is
said that the island is the peak of a sunken mountain range,
submerged during a battle between sea mages countless
ages ago. The ruins of many buildings, walls and even
entire towns have been found underwater nearby.

Briskly, River (Calm Aquatic): Connects Council
Lake with the Witches’ Court Marshes. Many fish reside in
the area around Council Lake.

Brushwood (Medium Forest): Light forest east of Modron,
the wood here is highly prized for its flexibility and strength.
Bows made from the wood here are always in demand.
Encounters: foresters, goblins, hunters, poachers, wood elves

Brytalin Stream (Calm Aquatic, Busy): This branch of
the Estuary of the Roglaroon is a shallow stream terminating
in the low hills.

Buckol, River (Calm Aquatic): This slow, shallow
river that feeds several bogs and fens.

Buskin Wood (Medium Forest): Hardwood forest on
the northern tip of the Romillion Sea. Encounters: fey,
hill giants, halflings, hunters.

Cairns, Plains of (Grasslands, EL 6): Along the plains
of Cairns run many wild horses. They are herded and
traded in the nearby villages and attract predators. The
plain is dotted with the tombs of ancient warriors, including
spirit-haunted cairns of the ancient Orichalans who
occupied this area ages ago during their Dragon Empire.
Encounters: ghosts, wights, undead of all types

Caravan Crossing (Calm Aquatic, Busy): Traditional
area of caravans crossing from the City State to southern
areas. Well patrolled, piracy is rare here.

Carrion Abyss (Forbidding Mountains, Giant): A grand
crevasse that houses many buzzards and carrion birds. Its
depths hold various dangerous predators and scavengers. All
intelligent creatures and beasts shun the place. A coven of
Carrion Druids has built a foul citadel in its depths. Encounters:
carrion crawlers, otyughs, stirges, evil Carrion Druids

Cloudwall Mountains (Forbidding Mountains, high
peak; some Giant): The high peaks of these mountains are
often shrouded in the clouds. Steam boils out from fissures
in low areas causing the mountain to be in perpetual fog.
Encounters: kobolds, perytons, steam mephitis

Conqueror’s River (Calm Aquatic, Busy): Running
from the Mountains west of Tain, the Conqueror’s River
empties into the Estuary of the Roglaroon near the City
State. Its name comes from the fact that armies always used
the ford to cross as it is a natural path of attack.

Council Lake (Calm Aquatic): Nomads (mostly
Tharbrians) from the various plains travel here yearly to
trade goods and celebrate springtime. The forests around
the lake, however, are quite dangerous. Encounters: bandits,
barbarians, goblins

Croy (City State): The isle of Croy sits just east of the
Mouth of the Roglaroon and contains the Skandik kingdom
of Croy, which is not aligned with the warlike Skandiks
at Ossary. The isle of Croy contains an ancient shrine to
Odin (known as “Wotan” to the Skandiks). It is said that
the shrine contains a huge oak, a seedling from the divine
World Tree, and that the oracle of the shrine is very wise.

Darkling Woods (Dense Forest, EL 12): Haunted
woodlands, full of many magical plants and animals that
can be used by wizards as spell components. Normally
avoided by all except the nomads who travel to Council
Lake. As All Hallows’ Eve draws near, many witches
traveling to the annual ritual in the Witches’ Court Marshes
stop for several weeks in this wood to harvest the plentiful
mandrake root and other herbs and creatures that are
usable as spell components or potion ingredients.

Deadroot Marsh (Swamp): Large boggy area; black
lotus can be found in the deepest bogs. Encounters: giant
frogs, giant leeches

Dearthwood (Dense Forest, portions are Giant; EL
12): Dearthwood is a vast and dense forest to the north and
east of the City State. It is home to the Wild Orcs of the
Purple Claw. The wild orcs worship a four-armed blood
goddess and, until recently, were led by an Amazon queen.
Fourteen years ago, the orcs challenged to cut of all supplies
to the city and were finally beaten back when the city
established a redoubt across the river. Although the redoubt
guards were slain to a man, the queen of the wild orcs was
killed, and the orcs retired to crown her daughter. Since
then, the Overlord has successfully appealed to the druids to
protect his woodsmen brave enough to live adjacent to

Dearthwood. No one has located the orcs’ stronghold,
although many expeditions have been lost attempting it.
The Overlord has posted a reward for the slaughter of the
orcs and has staffed many surrounding strongholds to lead
forays into the wood against the orcs. The wood is also
occupied by many druids and the hardy Dunael wood folk,
who are noted rangers. Encounters: deer, elk, mountain
lion, smilodons, orcs, orcs and more orcs

Demon Tongue: 39 miles northeast of
Thunderhold, the Rorystone Road turns east to an area of
abandoned mineshafts. The area gets its name from the
switchback road.

Desolate Swamp (Swamp, EL 10): This swampy marshland
is between two sets of highlands. Few travelers venture
near the swamp because of rumors of a hideous hag and
numerous trolls. Encounters: giant insects, hydrae, snakes
(vipers), trolls

Devil Whip Rapids (Stormy Aquatic): The winding and
switchback stream is a constant rapid for nearly 10 miles.
Villagers from the Howling Hills come here to test the waters.

Difring, River (Rough Aquatic): Fast moving river that
branches off from the Modron River into the hills west of Tegel.

Elvenstar, River (Calm Aquatic): Fed by the hills
between the Grimlon plains and the Grimlon Outlands,
this river flows all the way into the Romillion Sea.

Emperor’s Way: One of the marvels of Viridian engineering,
the Emperor’s Way is a wide road that winds through the
mountains from Rathold Valley to the lowlands north of
Catalan. The road is well-patrolled by Viridian troops.

Eorlbane, River (Calm Aquatic): A branch of the
Conqueror’s River, Eorlbane serves as the northern border
of the Troll Fens. River trolls live along its banks.

Erlag, River (Calm Aquatic): Along with its sister
river, the Fairgem, this waterway circles a large stand of
mighty oaks. Treants live in the forest.

Ered Cantref (Forbidding Mountains, high peak):
Known for its abundant outcroppings of fine marble. The
only means of traversing this high range is Twinhorn Pass.

Lanshen Cap rises to a height of 17,000 feet. Encounters:
giant eagles, storm giants

Ered Losthain (Rugged Mountains, low peak/high
pass): Mountains east of the Old South Road. Many
copper mines have been found in this area. The northern
reaches of this range span from the Dearthwood near the
City State all the way south to the mid Altanis region.
Griffons nest in the area near the Wellnigh fields.

Fairgem, River (Calm Aquatic): This river travels from
the hills east of Redcliffe south to the Selgat Haven.
Fatherhorn Mountain (Rugged Mountains, low peak/
high pass): Great dragons have been sighted near the
summit of this great peak.

Fiery Scarp (Forbidding Mountains, high peak): This
high and impressive peak is known to be volcanically
active, and has erupted several times over the years, showering
surrounding lands with ash.

Gasconfold Plain (Grasslands): Nestled to the northeast
of Modron, this plain is the home of wild horses and ponies.

Gilring, River (Calm Aquatic): Slow but powerful river
drawing from the Estuary of Roglaroon.

Gnarith, River (Rough Aquatic): A rough, fast-flowing
river that passes through the rugged country around
Castle Gaurdhrakh before joining the River Briskly to the
south.

Goodholm Haven (Calm Aquatic, Perilous): A shallow
bay, noted for its numerous sandbars and hazardous
navigation.

Gorbad Stream (Calm Aquatic): Muddy waterway with
beds of shellfish near the mouth of the stream.

Graven Hollows (Gentle Hills, EL 7): Low hills containing
the ancient burial cairns of the southern barbarians.
Riches and doom abound. Encounters: undead of all sorts

Green Gate Passing (Dense Forest): Thick, ancient coniferous
woods grow close amid tangled undergrowth. Creatures
from the Mermist Marshes are sometimes found here, as are
hunters and woodcutters from Dearthmead and Goodhap.

Grimlon Outlands (Moor): Desolate basin north of the
Grimlon Plains. It is mostly uninhabited rocky terrain.
Encounters: basilisks, perytons

Grimalon Plains (Grasslands): Verdant grasslands west
of the Romillion Sea’s northern tip. It is home of several
tribes of Tharbrian nomads. Encounters: barbarians, dire
wolves, wild herd animals

Hagrost, River (Calm Aquatic, Busy, EL 8): Pirates
whom often raid the Estuary of Roglaroon base here in the
village of Wormingford. This river joins the River Gilring
and thereafter the Estuary of Roglaroon to form the Caravan
Crossing River that leads downstream to the City State of
the Invincible Overlord. Fish are plentiful in the river and
the woods that surround its northern bank are relatively
safe. For more information on this area see the Judges Guild
product Pirates of Hagrost, by Bryan Hinnen and Dan Hauffe.

Harridrim Cap (Forbidding Mountains, high peak):
Very high mountain, the top of which looks like a crooked
wizard’s hat. Rumors tell that caves in the region hide the
long-abandoned dwelling place of a cabal of ancient wizards.

Herald Peak (Forbidding Mountains, high peak): The
highest peak visible from the City State.

Hetflas Dunes (Gentle Hills): Gentle hills east of the
Cloudwalls. Cave entrances lead to underground caverns.
Encounters: goblins, ogres

Hodar Rapids (Stormy Aquatic, EL8): Wickedly churning
waters are what give this mouth of the River Syfwitch
its name.

Howling Hills (Rugged Hills, EL 9): Fierce predators
prey upon unsuspecting travelers and villagers. Encounters:
dire wolves, trolls, werewolves

Inflow, River (Calm Aquatic): A muddy shallow river.

Keystone Peak (Forbidding Mountains, high peak):
Westernmost peak in the Cloudwall Mountains. Rumors say
an item knows as the “Keystone” controls all the dimensional
portals in the Wilderlands is hidden around or beneath the
mountain. Encounters: giant eagles, outsiders of various sorts

Kirmier Stream (Calm Aquatic): A branch of the river
Twiling, the Kirmir flows deep into the Graven Hollows
burial grounds. Encounters: lacedon (ghouls)

Lanshan Cap (Forbidding Mountains, high peak):

Longship Havens (Calm Aquatic, Busy): Inflow from
the Winedark Sea. Shallow coastal waters make for easy
navigation. The area is used by the Skandiks to build their
longships and the seas surrounding the area are constantly
patrolled. Encounters: barbarians.

Majestic Fastness: The Majestic Fastness is a vast
underground complex that is the ancestral home of the
dwarves who now occupy Thunderhold. They were driven
out of their halls 400 years ago by the great red dragon,
Analegorn, and his young who now rule over the dark
domain. Analegorn has called to him hordes of evil creatures
that guard the hundreds of miles of corridors and
deeps of the Fastness and do his will. In addition to being
the fiercest dragon living, it is rumored that Analegorn is
also a wizard equal to the most powerful archmage. The
dwarves of Thunderhold are said to be planning a strike
against him to regain their ancestral home.
Majestic Mountains (Forbidding Mountains, high peak,
EL 15): The Dwarves of Thunderhold originated at the
Majestic Fastness, deep in the Majestic Mountains. However,
they were routed by the Dragon, Analegorn and its
three young who dominate the mountains to this day. The
sides of the mountains, once lush with alpine meadows,
still bear the scorching of the assault by the dragons over
400 years ago. Analegorn has not emerged since, but his
young can often be seen circling the mountaintops and
raiding the local area. Surprisingly, the dragons have not
yet led an attack against Thunderhold.

Marling Stream (Calm Aquatic): Fed by the Witches’
Court Marshes, the Marling Stream is a grey, lonely river
that flows slowly to join the River Briskly.

Merrilin Stream (Calm Aquatic, Busy): Slow stream
branching off the river Gilring. Fish are abundant, making
fishing this stream quite easy. Encounters: scrag (aquatic
trolls)

Mermist Marshes (Swamp): Located southeast of the
City State, there are many rumors of merfolk associated
with this swamp. In the past, the Mermist Swamp was
home to refugees from war. Those refugees came to worship
a deity called The Toad, the God of the Mermist Swamp.
His worship has not spread much past the swamp, but there
is a temple to him in the City State. Encounters: giant
frogs, giant toads, giant slugs, debased fey

Modron, River (Calm Aquatic, Underwater, EL 8):
Many sea creatures prowl the deep waters around the city
of Modron, sunken ships litter the river bottom, and
aquatic adventure abounds for those brave enough to enter
the River Modron and the Estuary of Roglaroon. The mercity
of Crespar lies under the water near the city.
Encounters: mer-elves, sharks, lacedon (ghouls)

Moonraker Moorlands (Moor): These moors are pocked
with craters that resemble the surface of the moon in some
spots. The Moonraker Moorlands are home to the
Moonraker Moor-Folk, a strange bloodline of human believed
to be descended from the Orichalan Dragon Kings
that once ruled the area where the City State now stands.

Nazhorrow Woods (Dense Forest): A great stand of
evergreens north of the River Stillring. Wood elves live in
and around the woods. Encounters: elk, goblins, mountain
lions, wood elves

Neuwag’s Neck (Rugged Mountains, low peak): The eastern
branch of the Ered Losthain range. Giants live in this area.

Nimbus Tor (Rugged Mountains, high peak): The
highest peak in the northern Majestic Mountains is often
wreathed in dark clouds and illuminated by lightning.

North Mantle (Grasslands): The flint fields of the
Plateau of Bendigroth give way to a richer, loamy soil. It is
excellent for agriculture and supports many nomadic
Tharbrian tribes. Farther west, the North Mantle grows
rougher and more perilous (Viridistan). Encounters: nomads,
wolves

Old South Road: The only safe overland road south of
the City State, this “Old Road” still sees much use, and
brigands and highwaymen steer clear of it for fear of reprisal
from the Overlord’s patrolling Throngs.

Phantom Peak (Forbidding Mountains, high peak): A
semi-dormant volcano, occasional bursts of steam released
from far below give a haunted, howling wail that can be
heard for miles away.

Poreeh Wash (Swamp): Flood plain leading to the
Deadroot marsh. Encounters: giant mosquitoes

Prydon Plain (Grasslands): Grasslands between the
forests of northern Altanis and the Cloudwall Mountains.
Encounters: dire wolves, wild horses

Quoth, Crossings of: Two natural bridges connecting
the Grimlon Outlands with the Stonefolk Plain. The
eastern crossing is the home of a two-headed troll that lives
under the bridge.

Rathold Valley (Grasslands): This clearing on Emperor’s
Way was a favored stopping place. It is very level and quite
free of debris. Encounters: mercenaries, merchants, pilgrims

Ricaridge, Crossings of: Natural land bridges crossing
the River Wakeful.

Rocky Rapids (Stormy Aquatic, EL 7): Winding
through the Majestic Mountains, the Rocky rapids are
treacherous with half submerged rocks and whirlpools all
along its path.

Roglaroon, Estuary of the (Calm Aquatic, Busy, Underwater):
This great river runs some 120 miles from the
City State all the way to the sea. It is almost beach-like
from the City State to Modron, where it becomes much
deeper. The estuary is patrolled by the sea monster
Maelstron, who is rumored to be aligned with the Overlord
and to aid him in hunting pirates. How this monstrous aid
was gained is a matter of debate and speculation.

Roglaroon, Mouth of the (Rough Aquatic, Busy):
This delta is the mouth of the main river feeding the City
State. The river is very deep and fast until it reaches
Modron to the south, where it shallows out.

Romillion Sea (Calm Aquatic): See Barbarian Altanis.

Rorystone Road: Cobblestone is the main road that
runs from the City State all the way to Thunderhold.
Patrols search for bandits living in the area that prey on
travelers and caravans.

Sabre Scarpe (Grasslands, EL 5): Called such for the
razor-like grass growing along the hills. Travelers not
taking precautions will take 1d6 slashing damage each turn
of travel.

Saddlebow Path: Well worn path from Warwik in the
north to Seasteadholm in the south.

Severn, River (Calm Aquatic): This wide, slow river is
one of the deepest in the world. The bottom of the river has
never been reached in some sections.

Silverwood Valley (Grasslands): The reflected sunlight
from the woods to the northwest give this valley a
silvery hue. Many ponies and grassland horses live in this
valley. There are rumors of unicorns being seen in the
valley. Encounters: birds with exceptionally bright plumage,
fey, giant ants

Smokeweed Fens (Swamp): The leaves of plants in the
deepest regions of this swamp fetch high prices for their
hallucinogenic nature. Encounters: dire crocodiles

South Mantle (Grasslands): See Viridistan.
Steadfast Stream (Calm Aquatic): This small and shallow
stream never seems to lose any of it water during the seasons.

Stilling, River (Calm Aquatic): This river starts on the
edge of the Nazharrow Woods and ends nearly upon the
Howling Hills. In some places river trolls lair near the waters
edge. Encounters: hunters, river trolls or scrag (aquatic trolls)

Stonecast Stream (Calm Aquatic): This slow meandering
stream is a favorite spot for wildlife from the hill regions.

Stonefolk Plain (Rocky Desert): Desolate plain of
stone and flint that is very inhospitable. A few tribes of
nomads call this area home. Encounters: barbarians

Swarthlad Plain (Grasslands): Tribes of nomads call
this place home. Some from as far away as Altanis make
their way here. Encounters: barbarians, cavemen

Syfwitch, River (Calm Aquatic): The woods near this
river hold many woodsmen, who have spoken of a “White
Robed Witch” who patrols the river. Encounters: hunters,
rangers, witches

Tharbrian Coast: The northern portion of the region
was the landing site of many Tharbrian invasions, and
retains its name to this day.

Thunder Crag (Forbidding Mountains, high peak, Giant):
A looming peak that overlooks the Kingdom of the
Dwarves. The mountain is often circled by black clouds.
Torn, River (Calm Aquatic): Reaching from the
Winedark Sea to the hills fifty miles inland, the Torn is a
deep and narrow river suitable for most ships

Troll Fens (Swamp, EL 10): Legend has it that the fens are
home of a group of stone trolls. Encounters: crocodiles, giant frogs

Twilight Road: The northwestern overland route to the
City State, Emperor’s Way turns into the Twilight Road as
it skirts the Troll Fens.

Twiling, River (Calm Aquatic, Busy): A wide, busy
river that flows from the heights south of Oakenbridge,
ending at the Skandik shipworks near Ossary.

Twinhorn Pass (Forbidding Mountains, high peak,
Giant): Two massive, looming peaks guard what is the
only safe passage through the northern Cloudwalls. The
Twinhorn Gate (2127) polices the pass and charges a toll
for travelers, though providing rest.

Wakeful, River (Calm Aquatic): Distilled water from
this river has a stimulant quality, and can keep an imbiber
awake for long periods of time. Highly addictive.
Wellnigh Fields (Grasslands): Grassy lowlands between
the Fatherhorn Mountains and the Graven Hollows.
This area is rich with wildlife. Encounters: coyotes, mastodons,
giant sloths, smilodons

Werewood Crossing (Calm Aquatic): Tales of
werewolves roaming these lands have never been proven.

Wildwood (Dense Forest): Thick jungle at the southern
edge of the Grimalon Plains.

Willowmead Valley (Grassland): Rich grasslands north of
Council Lake, home to nomadic centaurs and often crossed by
caravans heading to or from the settlements around the
Plateau of Bendigroth. The Grita Heathmen and the folk of
Hindfell are often found here, hunting antelope and bison.

Witches’ Court Marshes (Swamp, EL 12): The Witches’
Court Marshes are a very special and dangerous place. This is
where all the evil witches of the world (except for eccentric,
Secret Order witches) gather on All Hallows’ Eve (the last day of
the fifteenth month according to the Commoner’s Calendar of
the City State) for a massive enclave that serves many purposes.
These witches are some 4000 in number, and the power of evil
that is concentrated in that one spot that night is truly awesome.
The site of the Witches’ Court is protected all year around by the
Kanak’raudak Dogorn (“Mystic Mother/Guardian”), the leader
and most powerful of all the evil witches that congregate there.
The Marmon Hags (see Viridistan) do not take part, however. It
is a nexus point between this world and Hell, making the
summoning of demons and devils by the Kanak’raudak Dogorn
a very easy thing. The current Kanak’raudak Dogorn is a witch
named Mordridda (Female Human LE Wit19/Thaumaturge 4;
levitation cape, magic wand of icicles, skull of withering, ring bearing
the seal of the Kanak’raudak Dogorn). Her main apprentices are
Thungra (Female Human LE Wit17, snake rod, spell weird),
Karallna (Female Human LE Wit11), Zarbell (Female Human
LE Wit9), Dorkalla (Female Human LE Wit8) and Thornessa
(Female Human LE Wit7). She has a personal bodyguard of 8 glabrezu demons (CR
13; hp 174). For more information on the Witches’ Court Marshes, see the Judges Guild product Witches Court Marshes by Bryan Hinnen.

Wizard’s Web Crossing (Dense Forest): A tangle of
massive evergreens spans the river Torn at this point. Who
built the crossing is unknown, though there is no doubt
that the great trees were woven together in this manner
using great magic.

Wormshead Point (Rugged Mountains, low pass):
High cliffs allowing a person to view Brezal Isle. Many sea
birds nest in the cliff face.

GAME RULES
Game uses the S&W Rules

The S&W SRD has all rules, equipment etc.

S&W Attribute mods

STR (att/dmg)
3-4  -2/-1
5-6  -1/0
7-12  +0/+0
13-15 +1/+0
16*    +1/+1
17      +2/+2
18     +2/+3
*Maximum bonus for non Fighters.

Dexterity 
Missile weapon, AC & initiative
3-8  -1
9-12 +0
13-18 +1

CON
Hit points/level
3-8 -1
9-12 +0
13-18 +1

S&W House Rules

S&W Attribute Scores
PC generation:
Characters start at Level 1 with 0 XP.
Best 3 of 4d6 in order STR INT WIS CON DEX CHA, may swap any 1 with any 1 other (eg swap STR & WIS or DEX & CON).
PC Hit Points at 1st level = Max+2 (Fighter 10, Cleric 8, Magic-User & Thief 6).
May add +1 to any one attribute every even level 2-10 (2, 4, 6, 8, 10) to maximum 18.

Basic Classes (Fighter Cleric Magic-User & Thief)
Rather than bonus attacks vs 1 hd foes only, Fighters at higher level may make increased melee or missile attacks vs any foes: +1 at 2nd, +2 at 4th (Hero), +3 at 8th (Super-Hero).
Clerics may make +1 extra attack from 7th level.
Magic-Users and Thieves may make +1 extra attack from 8th level.

These extra attacks are added to the fire rate for missile weapons (eg dart FR 3+1 = 4, bow FR 2+1=3)
Characters may use some of their multiple attacks to throw weapons, others to make melee attacks.
Fighters with DEX 14+ may use 1 attack to Parry 1 foe (S&W pg 11).
Any character may use a weapon without proficiency, at -2 to hit & AC. Improvised weapons are -2 likewise.
A Magic-User may wear any armour and use a shield, but may not then cast spells, and takes the armour's non-magical AC bonus as a penalty on dexterity saves and tasks, and on CON endurance checks (eg leather -2, chain -4, plate -6, shield -1).

Thief
A Thief may wear any armour and use a shield, but may not use their Thief d% abilities in armour, and take the armour's non-magical AC bonus above 2 as a penalty on dexterity saves and tasks, and on CON endurance checks (eg chain -2, plate -4).
Thieves can get circumstance & gear bonuses to d% task checks, usually no more than +50%.
dagger used to Backstab does maximum damage (so 8hp at 1-4, 12hp at 5-8, 16hp at 9+)

Hit points above 1st level are rolled normally, but the following minimum hp numbers apply up to 'name level' (rounding numbers up): Fighter - level x 4.5; Cleric - level x 3.5; Thief & Magic-User - level x 2.5.

Minimum HP by Level
Level   Fighter - Cleric - MU & Thief
1               5             4          3
2               9             7          5
3             14           11          8
4             18           14        10
5             23           18        13
6             27           21        15
7             32           25        18
8             36           28        20
9             41           32        23
10           43           33        25
+1           +2          +1        +1 

Races
No multiclassing.
Humans may add +1 to any 2 attributes. In the Wilderlands they may reach unlimited level, although most class abilities other than hit points cease to increase above level 20, level 21 for spell progression.
Dwarves, Elves, Half-Elves & Halflings may be Clerics, max level 4 (WIS 17 lvl 5, WIS 18 lvl 6)
Dwarves,  Elves, Half-Elves & Halflings may be Fighters, max level 8 (STR 17 lvl 9, STR 18 lvl 10)
Elves & Half-Elves may be Magic-Users, max level 9 (INT 17 lvl 10, INT 18 lvl 11).
Elf and Half-Elf Magic-Users may use swords.
Dwarves, Elves,  Half-Elves & Halflings may be Thieves, max level 10 (DEX 17 lvl 11, DEX 18 lvl 12)
Further Progression: In rare cases demi-humans may progress above their level cap, but the XP needed to progress is doubled (double the listed class XP numbers).

Combat
Armour & Shield AC bonus applies as a Save bonus vs certain spells (eg Fireball).
Any character may use a weapon without proficiency, or an improvised weapon, at -2 to hit and -2 to AC in melee.
Unarmed characters (except Monks) are -2 to hit & -4 AC in melee vs armed opponents.
A combat round takes about 12 seconds.
A character may move before or after attacking. A character with multiple melee attacks may move up to 10' (total) in between attacks, if their total movement allows.
A character may run their full movement (120') in one round, without attacking.
A character may make their combat move (base 40') and attack in melee normally (1+ attacks) and/or throw weapons.
A character may make make half their combat move (base 20') and make 1 missile weapon attack (sling, bow or loaded x-bow).
A character who makes multiple missile weapon attacks (sling or bow), casts a spell, or loads a crossbow, may not move more than 10' that round.
In no case may the fire rate of a ranged weapon be exceeded, and if combining weapons a missile attacker uses the attack rate of their slowest weapon. Eg an attacker with bow FR 2 and darts FR 3 could shoot one arrow & throw 1 dart.
Maximum AC is 30.
Maximum Attack Bonus is +20. Monster attack bonus caps at +20 with 20+ hd. A Fighter-20 with BTH +13, STR 18 (+2) and a +5 weapon attacks at +20, likewise.
An attack roll of 20 is a 'critical hit' and does maximum damage.

Grappling:
1. Attackers declare a grapple attempt.
2. Defender attacks first, vs those trying to grapple. They take a -4 AC penalty for unarmed (unless using grappling tools).
3. Attackers roll to hit normally, at -2 for unarmed attacks (max 8 if same size; 12 if smaller, 4 if larger); Defender maximum AC is 20.
4. Roll d6 per hd (not level) of attacker that hit, adding any STR to-hit & damage bonuses or penalties. Sum total. Roll d6 per hd (not level) of defender, adding any STR to-hit & damage bonuses or penalties. If the defender is larger than all grapplers they double their total.
If attackers roll higher, defender is pinned. Attackers with multiple attacks may also use additional attacks to attack with dagger or unarmed (see below). If attackers fail they may take no further action, and their turn ends.
6. On subsequent rounds: defender goes first and may attempt to break pin, roll as per #4, defender must roll higher to break pin. If defender fails they may not attack. If they win they are free, but lose 1 attack that round.

Attacking Pinned Target
Pinners may attack defender with dagger or unarmed, no shield or DEX bonus applies, with maximum damage on a hit (4 with dagger).
Uncommitted attackers may join the grapple (automatic) or may attack the pinned target at +4 to hit & maximum damage, no shield or DEX bonus applies. Thieves can Backstab for an additional +4 to hit and double or better damage, ie >+8/x2+.
If using a dagger vs pinned target, an uncommitted attacker can attack at an additional +4>+8 for double maximum (8) damage per hit; Backstab also applies so >+12 for 16+ damage/hit.
STR & other bonuses are always applied after all doubling.

STR (att/dmg) > Grapple Bonus
3-4  -2/-1   > -3
5-6  -1/0    > -1
7-12  +0/+0 > 0
13-15 +1/+0 > +1
16*    +1/+1 > +2
17      +2/+2 > +4
18     +2/+3 > +5

Injury 
Unconscious at 0 hp to -9 hp. Awaken after 1 hour +1 hour per negative hp, remaining incapacitated until at positive hp.
Sharp weapon or spell: stable at 0, dying at -1 hp to -9 hp. Non-classed creatures die unless they receive medical attention. PC class characters save (CON) each round to stabilise or lose -1 hp.
Medical attention: Roll 4d6 vs WIS to stabilise, 3d6 with healer's kit.
Blunt trauma: stable at 0 to -5 hp, dying at -6 hp to -9 hp, as above.
Dead at -10 hp.

Recovery
Recover 1 hp per overnight rest, +1 hp per day of rest in luxurious accommodations.
Spell recovery requires overnight rest, plus one hour of study or prayer.

Equipment
Elven Bows add the wielder's STR bonuses to attack and damage - shortbow max STR 16 (+1/+1), longbow max STR 18 (+2/+3). Some other unusual bows allow similar, eg the Tharbrian yew longbow and the Karakhan composite shortbow.
Scale armour - treat as Ringmail.
Gambeson armour - treat as Leather.
Brigandine armour - AC +5 weight 60 lb cost 90gp.
Alryan Full Plate armour - AC +7* weight 60lb/70** lb  cost 1500 gp/1200 gp
*as plate & shield, no additional bonus for mundane shield.
**Perfectly articulated Alryan full plate is crafted for the wearer, has effective 60 lb encumbrance, and costs 1500gp to commission. Full plate 'off the rack' & adapted from a previous wearer has an effective encumbrance 70 lb and costs 1200 gp.

Spells
A caster may memorise a lower level spell in a higher level slot, eg cure light wounds in a second level slot, or Fireball in a 5th level slot.
Spell Level Slot: Maximum Damage Dice
1-3      10
4-6      15
7-9      20
Fireball does a maximum 10d6 in a level 3 slot (15d6 in a 4-6, 20d6 in a 7-9); armour & shield AC bonuses apply to saves.
Lightning Bolt does a maximum 10d6 (as Fireball); armour bonus does not apply to saves.
Haste gives +1 attack to characters or monsters with multiple attacks.
Raise Dead is a level 6 spell, with a 5 day limit for a 12th level Cleric.
The highest level Magicks normally useable in this part of the Wilderlands are 5th level spells. Temple Halls and Wizard Towers located at the confluence of ley lines allow for the casting of higher magics (typically 7th), the crafting of powerful magical items, and other special effects. Major power nodes as found in some deep Dungeons, and other places rich in Magicum (Vaedium) may allow the employ of even greater Magicks, up to 9th level.

Class Base To Hit Bonus (as per RAW)

Level  Fighter BTH (including Paladin, Ranger)
1       +0
2       +0 (+1 attack Fighter)
3        +1
4        +2 (+2 attacks Fighter) (+1 attack Paladin, Ranger)
5        +2
6         +3
7         +4
8         +5 (+3 attacks Fighter) (+2 attacks Paladin, Ranger)
9         +6
10-11  +7
12       +8
13-14  +9
15       +10
16       +11
17-18  +12
19-20  +13

Level  Magic-User & Thief BTH (including Assassin)
1-3        +0
4-5        +1
6-7        +2
8           +3 (+1 attack M-U, Thief, Assassin)
9           +3
10         +4
11-13    +5
14-15   +6
16-19   +7
20        +8

Level  Cleric BTH (including Druid, Monk)
1-2        +0
3-4        +1
5-6        +2
7           +3 (+1 attack Cleric, Druid, Monk.)
8           +3
9           +4
10-11    +5
12         +6
13-14    +7
15-16    +8
17         +9
18-19   +10
20         +11

Monster Base To Hit is +1 per Hit Die (d8), to a maximum of +20 at 20 hit dice.
HD d4, d6, d8-1: BTH +0
HD d8, d8+1: BTH +1
HD 2d8 : BTH +2  etc
Monster Save is 18-hd to a minimum of 3 at 15 hd.

Advanced Classes
With the GM's permission, human characters may progress to an Advanced Class on levelling up, as follows. The character must normally have first trained under a Master for some lengthy period, typically a year & a day. Their existing XP total is retained.
A Lawful Human Fighter of CHA 13+ may become a Paladin. BTH as Fighter. Paladins receive bonus attacks at 4th level (+1) & 8th level (+2).
A Lawful Human Fighter of WIS 13+ may become a Ranger. BTH as Fighter. Rangers receive bonus attacks at 4th level  (+1), & 8th level (+2). Ranger bonus +1 damage/level vs giant class creatures caps at +5 (5th level). It increases to +6 at 7th level, +7 at 9th level, +8 at 11th level, +9 at 13th level, and +10 at 15th level, the maximum.
A Neutral or Chaotic Human Thief of INT 13+ may become an Assassin. BTH as Thief. Bonus attack at 8th level (+1). Thief converted to Assassin gets +2 hp on first hit die & +1 hp per subsequent hit die.
A Neutral Human Cleric of WIS 13+ may become a Druid. BTH as Cleric. Bonus attack at 7th level (+1).
In exceptional cases a Lawful Human of any class with WIS 13+ may become a Monk (they must first undergo some form of Enlightenment, and train under a Master Monk). BTH as Cleric. Monk bonus unarmed attacks are as per class description (6, 12, 16, 20). Bonus weapon attack at 7th level (+1)

Iris Van Kennis



Dearthwood Amazon
Dearthwood Amazon

No comments:

Post a Comment