They warn you the hills are dangerous, prowled by fierce monsters - though none ever descend to threaten Imp Brucke, oddly enough... ...the windswept and rugged Northwatch Hills. Here and there strange crystalline formations like twisted spires jut from the mossy ground...Next morning you rise a little stiff from the stony ground and continue your trek. You reach the crest of the hills that morning, affording you a fantastic view north over the rolling meadowlands of the Vale and south to the distant River of Visions, Capricia just visible. It all looks very peaceful.
My Wilderlands Shadowdark game, initially based at Imp Brucke, a thorpe north of Capricia, renowned for its enchanted cheeses...
Friends in Dark Places - Hirelings & Retainers
Possible NPC Retainers3e Player's Guide to the Wilderlands
These lands are dominated by the Lawful Dwaves of Capricia, Mazargog, & Khelagul to the west; they are friendly to the local Humans and Halflings, and allied with the Elves of Diancecht downriver. Many humans live among the dwarves and elves. This is one of the nicest bits of the whole Wilderlands. However this land was once the border between powerful empires, and is dotted with ruins and lost dungeons.
Climate: The climate along the River of Visions is mild and temperate, generally warm and sunny. M4-M9 see frequent showers and occasional thunder storms, especially over the windswept Northwatch Hills. M10-M3 are generally dry. The River of Visions lies a little south of the equator, mostly under 380 miles; the hours of daylight do not vary much throughout the year. To the south the Crimson Serpent Jungle is lush and humid, while the high elevations of the Dragonlord Hills are dry and fairly barren, with desert terrain in some areas. To the north are the lush temperate meadowlands of the Vale and the warm Ghinarian Hills, with a pleasant Mediterranean climate. To the west the high peaks of the Castellan Mountains are cloaked in snow. Prevailing winds are from the south-east.
Timekeeping: The local or Orichalan day is divided into 24 hours, beginning at midnight; dawn is always at 6am, and dusk at 6pm. There are 12 months (M1-M12), matching the months of Earth in duration. Month names vary by culture (Dragonborn, Dwarf, Elf etc), but are most commonly referred to as Firstmonth, Secondmonth, etc.
House Rules
Character Generation & Advancement
Characters are rolled on best 3 of 4d6, rolled in order STR DEX CON INT WIS CHA. You can use the command !rollstats on the Discord server for attributes. You may reroll if no attribute is 14+. Starting characters are Level 1 with (2d6x5)+50gp. Starting characters may swap 50gp for a 1d4 hp healing potion.
Minimum hp on first hit die are 3 (d4), 4 (d6), or 5 (d8).
Players may also take over a current Retainer (such as a Retainer of their recently deceased character) as their PC.
At level 4 a Fighter may swap Weapon Mastery bonuses for +1 extra attack when attacking. At Level 8 a Fighter may swap Weapon Mastery bonuses for +2 extra attacks when attacking. This may be used with any Mastered melee or missile weapon, except crossbows. The choice may be switched every round, eg a Fighter-10 may choose each round between attacking three times without a bonus, or attacking once at +6 to hit & +6 damage.
Thieves get Advantage on Charisma checks to "Fast Talk" NPCs, and similar CHA checks such as for seduction, bargaining, and deception (but not for leadership, intimidation, or diplomacy). Con games are another example. Used chariot salesmen are said to be notorious Thieves. From Level 5 a Thief may attempt to use Wizard & Priest spell Scrolls, using INT for their casting attribute, without Advantage.
Gameplay
Maximum to-hit bonus is +20. Maximum spellcasting bonus is +15. The Tarrasque is +13 to hit.
Maximum mortal AC is 25. The Tarrasque is AC 22. Some Gods can reach AC 30.
Damage
A character reduced to 0 hp and stabilised is still incapacitated and must rest for a week, unless they receive healing that restores them to at least 1 hp.
A character at 0 hp who takes additional damage must roll CON vs (5+damage dealt) or be killed.
An attack or effect doing 50+ damage that reduces a character to 0 hp (or to a character at 0 hp) kills instantly.
Movement
A character in melee who takes an Action ends their turn and cannot move away, unless there are no adjacent enemies.
Standing up from prone uses a character's Move. They may move Close (5') as part of standing up.
Kneeling down to pick up an object or person from the floor, and then standing back up, takes an Action.
A human or dwarf sized character occupies their STR score in carry slots. A goblin or halfling occupies half their STR score in carry slots.
A character carrying or dragging up to twice their normal carry slots may take an Action to move Near.
Ancestries
Dwarf PCs are likely natives of Capricia or the dwarf citadels of Mazargog to the south or Khelagul to the west, which guards the western pass over the Castellan Mountains. Dwarves have Advantage on CON checks to resist inebriation.
Elf PCs likely hail from the allied elf realm of Diancecht down river near the coast. Wilderlands Elf characters are immune to the Sleep and Charm Person spells, and to Ghoul fever & paralysis.
Halflings live along the river and fish the Lake of Visions, harvesting the 'Weeds of Vision' for their famous Pipeweed.
Many Humans live along the river or in Capricia likewise.
Half-Elves are also common in these lands, they have the same Extra Talent ability as Humans.
Half-Orc blood sometimes manifests in these humans, a relic of the Invasions of the Arang Tok five centuries ago. It is considered impolite to mention if your new companion is a bit ...tusky.
The Goblins of Imp Brucke have an ancient pact with Humanity. Infused with ancient elemental magics, they often produce PC-class characters.
Wilderlands Ancestries
Altanian human: the red-skinned barbarians of Altanis are mighty indeed, they receive +1 to hit and damage with melee weapons. Altanians do not age as other men, often remaining hale and hearty unto their eightieth year. Their patron deity is Bondor, the Lord of Swords, and his avatar Hakeem Greywolf.
Amazon human: the lithe Amazons may use Amazon armour (leather halter, chain bikini, or breastplates), which occupies 1 less slot than regular armour and does not have stealth or swim penalties. They receive +1 to hit with swords, and their Animal Kinship gives them advantage on CHA checks to interact with animals, and with magical beasts such as griffons. Lawful Amazons revere Madeera/Athena-Erathis, Goddess of Wisdom & Law, while Chaotic Amazons prefer either Shune/Feninva or Coriptis, Berserker Goddess of Battle.
Orichalan Dragonborn: once per Rest a Dragonborn may use an Action to unleash their dragonbreath, doing 1d6 plus half level (rounded down) damage in the area of effect. Fire, Poison and Frost do damage in a 15' (half Near) area. Acid and Lightning do damage in a Near (30') line. Dragonborn also have Advantage on any rolls to resist damage from their breath weapon type. Many Dragonborn revere the golden hero-god Shieldbiter. Others prefer the cult of Yig the Serpent, led by the black dragonborn Talaktakan of Stonehell.
LEVELING UP (RAW)
To gain a level, you need to earn your current level x 10 XP. Once you reach a new level, your total XP resets back to zero. You get any new title, spells, and talent improvements listed for your level. Your maximum HP increases, and you might also gain a talent roll.
TALENT ROLL
You gain one 2d6 roll on your class's talent table when you reach the indicated levels. Duplicate talents stack unless noted.
INCREASED HP
Roll your class's hit points die and add it to your maximum HP.
Level Talent Level Up At...
1 +1 +10 XP
2 - +20 XP
3 +1 +30 XP
4 - +40 XP
5 +1 +50 XP
6 - +60 XP
7 +1 +70 XP
8 - +80 XP
9 +1 +90 XP
10 - +100 XP
+1-----------------(N+10) XP
__________________________________________________________________
PCs
Online. Median Level: 4
Elbin Grizzlegut, Dwarf m Priest-5 of Madeera (Tony). Ally: Innkeeper Rowan
Lilli, Human f Priest 4 of Ord (Jelena)
Retainer: Bugs, Goblin f Wizard-2. Ally: Freydis Finehair, priestess of St Terragnis
Skulk, Goblin m Thief-4 (Kimberly). Ally: Innkeeper Rowan
Krimo Bagcutter, Halfling m Thief-4 (Philippe).
Liana the She-Elk, Amazon f Fighter-3 (Jelly). Ally: Maatkare, Priestess of Shune.
Kezi ("Burning Fire") of the Red Tiger, daughter of Xatchar, Altanian f Fighter-2 (Rena)
Nulamor of Diancecht, Elf m Wizard-2 (Spencer)
In-Person. Median Level: 3
Creeg, Human m Wizard-4 (Steve). Angered Dragonqueen Saith at a Wizard Conclave when he drunkenly tried to seduce her. Later appeared in her private bathchamber. Later sent her a book of religious history and philosophy. Ally: Sword Maiden.
Retainer: Craggle, Goblin m Thief-3.
Courage, Human m Fighter-4 (Bill). Ally: Shadrak the Cunning, Sword Maiden, Torvash One-Eye.
Retainer: Ikam Kott, Human m Fighter-3. Ally: Sword Maiden.
Sister Bertrude Human f Priest-3 (Tony).
Lee Ham, Halfling m Thief-3 (Matt) "Lord Ham of Ham Manor". Ally: Shadrak the Cunning
Jorbin, Dwarf m Fighter-3 (Rich)
______________________________
Inactive:
Gol Lionmane, Human m Wizard-3 (Muizz). Rivalry with Lyron of the Savage Wardens, a fellow ex-apprentice of Cyrus the Wise. Lover Eloise Laquin of the Spitted Wench.
Alf, Elf m Fighter-4 (TheStainRemover)
Rogar Tenebros, Human m Wizard-2 cultist (Rhialto)
Deceased:
Sheya Strilex, Human f Wizard-2 (Jelena)
Oldaric of Moundroche, Human m Priest-2 of Saint Terragnis (Philippe)
Iraga, Half-Orc f Priest-3 of St Terragnis (Kimberly)
Yriel, Elf f Fighter-2 (Judith)
Zaldini the Red, Goblin m Wizard-1 (Kermit)
__________________________________________________
Timeline/Log
4454 BCCC
MONTH 8
18/8/4454 S1 (live) Jorbin Yriel Elbin & Zaldini arrive at Imp Brucke from Capricia. Explore the dungeon below Sidral's Tower, aided by Cassie, tavern maid (& Thief) at the Iron Hammer Inn. Meet goblins. Defeat a band of kobolds. Cassie kills the last one with a far-flung dagger.
19/8/54 S1 (live) Jorbin Yriel Elbin & Zaldini venture north east from Imp Brucke into the Citadel of the Scarlet Minotaur. In the labyrinth encounter Darkmantles, Zaldini the goblin wizard is slain. Yriel takes his enchanted boots. The party retreat to nurse their wounds.
30/8/54 S2 Alf, Althane Cross, Gol Lionmane, Rogar Tenebros & Elbin rescue the farmer Brymassen's niece Daisy from tunnels beneath Cowbell Farm 2 miles west of Imp Brucke, capturing a winged kobold and defeating Orc slavers - 3 orcs killed, 2 orcs escape. Brymassen gives Gol a map to the Old Dwarf Mine up in the hills. (5 XP)
MONTH 9
1/9/54 S3 (live) Jorbin Elbin Yriel are joined by Lee Ham the halfling Thief and travel north to the Lost Citadel once more. Exploring the citadel they find a poor herbalist and are attacked by the terrible Scarlet Minotaur but Jorbin manages to wound it and it retreats vowing vengeance. Then they encounter ettercaps, and Yriel is slain. The battered party retreats.
6/9/54 S4 Green painted skulls appear on the walls of Imp Brucke. Elbin Grizzlegut, Alf, Gol Lionmane, Rogar Tenebros, Iraga & Oldaric of Moundroche follow goblin & human tracks south to the lair of the Cult of the Green Skull. Battle ensues and it looks bleak until Rogar reveals himself, the cult leader is convinced that the spirit of the Demon Lord is within him & frees two captive adventurers, handing over his enchanted mace. (5 XP)
13/9/54 S5 Elbin Grizzlegut, Alf, Gol Lionmane, Rogar Tenebros, Iraga & Oldaric travel to the Old Dwarf Gold Mine high in the hills, finding it being worked by goblins under hobgobin oversight. Kill lots of goblinkin and take their gold; Iraga takes a magic ring from the hobgoblin chief. (7 XP)
20/9/54 S6-S7 Elbin Grizzlegut, Alf, Gol Lionmane, Iraga & Oldaric explore the Necromancer's Tomb at the south-west shore of Sabre Lake, meeting Val a chatty skeleton, and defeating a troll (1 XP). Meet the wizard Sheya (PC), the ghost of the Necromancer Queen Zrexia, and her undead lieutenant Sir Krauss - Iragul establishes friendly relations with both, claiming to be a representative of the Orcs of the Arang Tok, here to renew their ancient pledge of service to Zrexia. Zrexia wants her physical form restored so that she can rise again, and promises rich rewards. Krauss murders some captive bandit chicken-rustlers. The party battle risen skeleton knights, then flee the tomb with much loot. Much carousing ensues, including a tavern brawl with members of a rival adventurer party, the Savage Wardens.
MONTH 10
3/10/54 S7 Night of the Necromancer. Gol Iraga Oldaric & Sheya are heading west to Milltown in search of a lost cheese recipe for Mother Sidra; they reach the mountain village of Stull after a storm. As dusk falls the village comes under attack from a horde of undead; skeletons and zombies - through the blessing of St Terragnis the party drive the horde off after a fierce battle, no villagers are lost, and the remaining undead retreat to the mausoleum, where the village leader Barclay has a fire built to ward them off through the night, allowing the party to get some rest at the hotel.
4/10/54 S8 Dawn. Gol Iraga Oldaric Sheya are joined by Elbin for an assault on the Catacombs. Waves of undead and two lesser Necromancers are defeated, but the Necromancer leaders prove too powerful for the party. Only Gol and Elbin return to the surface, to organise the evacuation of Stull before the Necromancers can renew the undead assault on the village at nightfall. The villagers are led north to Milltown, reaching the village before dark. The Priests of Stull go to beg aid from Sheriff Barod the Fat, while Elbin & Gol can clean up at the Seven Staves Inn.
5/10 S9 Elbin, Alf, Skulk, Krimo Bagcutter, Lilli, Liana & Gord the Shepherd explore the Mountain Manor of Elab Jarr, find much wealth and knowledge, including recipes for cheese and ale.
6/10 S9 Elbin Alf, Skulk, Krimo Bagcutter, Lilli, Liana & Gord return from the Mountain Manor of Elab Jarr; Gord proposes to Hana Shepherd. To marry 18/10.
7/10 A band of plate armoured knight-priests pass through Milltown, of grim mien, to destroy the foul undead infesting Stull. They cleanse the town, but the lumber mill was already burned down, and the Necromancers departed.
9/10 S9 Elbin, Alf, Skulk, Krimo Bagcutter, Lilli, Liana & Gol arrive in Capricia from Milltown, much Carousing ensues.
13/10/54 (live) S10 Elbin, Jorbin, Lee Ham, Creeg the Wizard & Sister Bertrude head for Wrenwald Manor. Defeat a Bristleback Goblin ambush, killing 4/6. Reach the Manor, battle undead, rest in the master bedroom.
14/10/54 (live) S10 Lee Ham acquires the head and tail of a donkey - Lee Ham the Hobbit took a book from the library shelf in cursed Wrenwald Manor. All the books crumbled to dust and Lee was cursed with a donkey's head, tail and a donkey's "front tail", also... Defeat stirges and undead Lord Justin Wrenwald III; Jorbin decides to claim Wrenwald Manor for himself, Lee Ham has the signet ring. Out the back encounter hordes of rats and a sad Dryad, Luacia, who asks them to lift the curse on her by cleansing all the manor's remaining undead.
18/10 S11 Elbin, Skulk, Krimo, Lilli, Liana, Gol plus Bertrude & Martin, rescue Charlotte Tournais from the lair of the Vermin Wake pirates, killing several. Gol throws Abbot's Gold cheese before the pirate's wererat leader Grimble, distracting him and enabling the party to escape.
20/10 S12 Creeg & Courage recruit Craggle & Ikam Kott in Imp Brucke, explore the Tomb of the Hunters, rescue Andrea Beaumont from halfling ghouls.
21/10 S11 Elbin, Skulk, Krimo, Lilli, Liana, Gol plus Bertrude & Martin reach Diancecht by ferry, overnight at a nice inn.
22/10 S11 Elbin, Skulk, Krimo, Lilli, Liana, Gol plus Bertrude & Martin, audience with Elf King Kambdum & Princess Crystal. Elbin gives the King the books of Tosasth; the King holds a feast in their honour.
24/10 S11 Elbin, Skulk, Krimo, Lilli, Liana, Gol plus Bertrude & Martin, arrive back in Capricia on the Foamrunner captained by Princess Crystal; they subsequently use a Writ of Posession created by Skulk to boot Irina Tournais from Tournais manor; Charlotte takes control of the Tournais Estate. Skulk recruits Martin as a full-share Retainer.
ca 28/10 Liana meets Maatkare, Priestess of Shune.
Maatkare, Priestess of Shune |
27/10 S12 Creeg Courage Craggle & Ikam return to the Tomb of the Hunters. Creeg is temporarily transported by a dragon rune to the bath of Dragonqueen Saith atop her tower. She blasts him with balefire but he somehow survives, again. Clearly their love is meant to be.
3/11 S12 Creeg Courage Craggle & Ikam explore the tunnels beneath Cowbell Farm. Surviving numerous Kobold traps, they eventually find and defeat the kobolds, returning to the surface. (SeaArt) Craggle joins Andrea Beaumont for a trip north into the Vale.
4/11 S13 (25/10 IRL) Alf Lilli Krimo plus Shuki & Bugs explore the moonlit shrine of Rafflesia in the swamp by Imp Brucke.
MONTH 11
5/11 S13 Alf Lilli Krimo plus Shuki & Bugs carouse in Capricia.
6/11 S13 Alf Lilli Krimo plus Shuki & Bugs travel from Capricia via breakfast at Imp Brucke, up into the hills to Caer Ferros. Exploring the ruins they fight undead and free three ancient Nerathi nobles of their cure, gaining a magic greatsword. Shuki & Krimo grow attached.
7/11 S13 Alf Lilli Krimo plus Shuki & Bugs rest/carouse. Lilli knocks over a table lantern during an altercation in the Iron Hammer with the Savage Wardens, and is put in the beer cellar to cool off for a day. Where she ruins Elbin's brewing batch of Jarr's Ale.
10/11 (1/11 IRL) S14 (online) Krimo & Shuki, Elbin & Bertrude, Jorbin Skulk Lillli Liana Gol and Courage take on the Bristleback Goblins in the Northwatch Hills. Rescuing a friendly Druidess & her Beastman friend from a goblin ambush on the trail, they reach the Bristleback lair and enter via the mines to the south, battling skeleton miners. They work their way up to the lower temple halls and the Pit chamber, where a great battle with goblins and skeletons ensues. Skulk makes friends with Penelope, the blind ogress chef. Princess Shuki seems madly in love with her "Li'l Sugar Pastry-Pie" (Krimo). (8/11 IRL) S16 Drive off or kill the goblins and loot the goblin king's treasure vault, before fleeing.
12/11 (SeaArt) The noble girl Amelia Winslow is brought from England to a bandit lair in the Northwatch Hills.
13/11 (SeaArt) Amelia Winslow escapes the bandits, and reaches Imp Brucke after dark, meeting Martin at the Iron Hammer Inn.
14/11 (6/11 IRL) (SeaArt) Amelia & Martin journey north through the Northwatch Hills to Ogbert's Stead in the Vale, where they meet Craggle & Andrea Beaumont. 15/11 Alkminis 16/11 Plato 17/11 Sane 18/11 Temple Tomb of Belaras. 22/11 Martin returns to Imp Brucke.
21/11-30/11 (3/11 IRL) S15 (live) 21/11 Lee Ham, Creeg, Elbin & Betrude, Courage & Ikam, travel from Imp Brucke to Ham Manor, driving off a hungry manticore. Clear the manor of remaining undead and lift the curse. Luacia the Dryad and Julianne the Swamp Hag confirm Lee Ham as Lord of the Manor. 22/11 Travel to Ogbert's Stead and carouse 22-24/11. Lee Ham recruits 4 servants for Ham Manor. 25/11 Waking up in a trough, Lee Ham encounters Pompitous the flying cat, who says his mistress Lyssa, a fellow apprentice of Cyrus, has been kidnapped by slavers. Travel two days 25-26/11 to Castle Whiterock, kill 2 human slavers & capture one. Lyssa has been sold to Orcs in the Whiterock mines. Travel to Pineford, where the local Priest has been murdered. Next day 27/11 travel into the southern woods at the behest of the Gnomic tailor. At an old temple, destroy undead skeletons, end the last remnants of a Lich's ritual, and gain much treasure. 28/11 rest/carouse in Pineford, Lord Ham persuades the bandit to become an honest inn worker & buys scarves for his new servants. 29/11 Party travels Pineford-Capricia and splits up. Lord Ham & co travel on to Imp Brucke. 30/11 Lord Ham & co return north to Ham Manor, where renovations are under way. The manservants have discovered a mysterious crypt.
MONTH 12
1/12 (1/12 IRL) S20 (live) Creeg & Craggle, Bertrude, Courage & Ikam plan to help Pompitous the flying kitty rescue Lyssa the Apprentice. Travel from Pineford, rescuing a local shepherdess & Craggle from a plant tentacle monster. Craggle was swallowed by the Vine Monster - Ikam Kott the Fighter ripped open the plant monster, pulled out Craggle, and took his unconscious body to Sister Bertrude for healing. Then to Castle Whiterock where they pay 200gp to buy Lyssa from the slavers and return her to Capricia. Pompitous the flying kitty is happy to be reunited with his mistress. 50gp reward from Cyrus. Carouse. 2/12 ride to the Halls of Enlandin (avoiding a band of cannibal brigands worshipping a troll), explore the tunnels, fight and recruit kobolds, fight giant ticks, find a secret entrance, find the lair of an evil Necromancer in the laboratory of Enlandin, kill him & his Fighter minion and gain much loot. Return to Capricia and celebrate.
Giant Tick |
5/12 (15/11 IRL) S17 (online) Liana Lilli Krimo Shuki Bugs Nulamor Kezi & Gram meet at Imp Brucke, travel to Capricia. 6/12 travel west to Eelshead. 7/12 west round the Lake of Visions. 8/12 up to Castle Nether. 9/12 Liana guides them on the High Pass to Khelagul. 10/12 encounter a wary slaver group heading for Khelagul, reach the Mountaintop Inn. 11/12 travel an hour to the Henge Gate at the foot of Dwimmerhorn Peak, defeating an Orc attack, and Lilli activates the Gate with the Amulet of Ord. Gram the annoying dwarf princess leaves to recruit dwarves to explore Gunderholfen.
11/12 (22/11 IRL) S18 (online) Elbin & Skulk join the western party at Highfell. Group explores the Forgotten Citadel of Kalguumer the Conjurer, finding some rare and valuable books, then returns via the Henge Gate to Mountaintop Inn to Carouse. That night Nulamor drunkenly knocks over a lantern while demonstrating knife throwing techniques to Kezi, and is locked in a disused beer cellar for 4 days (11-12/12, 12-13/12, 13-14/12, 14-15/12). Elbin & co sing a bawdy song about the Laquins and make friends with Rowan the cheerful Innkeeper. Various loot is sold to passing merchants. 12/12 Bugs visits Nulamor in "jail". Skulk buys a silver dagger from Omer the dwarf merchant.
14/12 (29/11 IRL) S19 (online) While Nulamor is in beer jail, & Liana is recovering from a giant rat bite accompanied by Kezi, the other adventurers plan a return to Highfell. A strong band of bandits lie in wait at the Henge Gate for returning adventurers. The party attack them and force them to retreat, but Shuki is killed. Krimo and Bugs mourn her loss. Three adventurers emerge from the Gate, and are quite confused. The party go up to Highfell and finish exploring the east tower, finding a laboratory, then head for the north tower, but encounter a Goblin band. Bugs learns of the Volsectum before the party attack and scatter the goblins then return to the inn to carouse. Bugs makes friends with the priestess Freydis Finehair. 15/12 a group of 8 Volsectum arrive at the Mountaintop Inn.
17?/12 (6/12 IRL) S21 online
20?/12 (13/12 IRL) S22 online
23?/12 (20/12 IRL) S23 online
30-31/12? (22/12 IRL) S24 live, BIRTHDAY GAME
4455 BCCC/AD 2025
MONTH 1
11?/1 (3/1 IRL) S25 online
14?/1 (10/1 IRL) S26 online
17?/1 (17/1 IRL) S27 online
24?/1 (24/1 IRL) S28 online
26?/1 (26/1 IRL) S29 live
31?/1 (31/1 IRL) S30 online
MONTH 2
7?/2 (7/2 IRL) S31 online
14?/2 (14/2 IRL) S32 online
21?/2 (21/2 IRL) S33 online
23?/2 (23/2/25 IRL) S34 live
28?/2 (28/2 IRL) S35 live
MONTH 3
7?/3 (7/3 IRL) S36 online
14?/3 (14/3 IRL) S37 online
21?/3 (21/3 IRL) S38 online
23?/3 (23/3 IRL) S39 live
28?/3 (28/3 IRL) S40 live
Rumours M12 4454 (Imp Brucke region)
1. On 6/1/4454, the abandoned Mage Hold of Highfell tore itself loose from atop Mt Dwimmerhorn, and now drifts across the Great Salt Flats! Amulets of Ord still allow access via the Henge Gates.
2. On the road east from Pineford and north into the Vale towards Cillamar lie the ruins of ancient Castle Whiterock within a volcanic caldera, said to be once inhabited by a reclusive order of warrior-monks. But brigands and slavers are said to be active in the area. Vast dungeons are said to lie beneath the ruined Keep.
3. In the hills northwest of Imp Brucke lie the Halls of Enlandin the Philosopher, the ruined fortress of a wizard, cast down by the warriors of Nerath more than three centuries ago. It's said that the tunnels beneath the fortress are almost endless. Scavengers have long since looted the upper works, but treasure - and danger - may still be found below.
4. Bristleback Goblins have been raiding the trail north from Imp Brucke into the Vale. They are rumoured to be based in a ruined hilltop temple west of the trail. Recently (10/11/54) a band of adventurers raided their lair and stole their treasure.
5. Avoid the Lost Citadel of the Crimson Minotaur! Few who enter there return.
6. In the western hills towards the Castellans is Lah's Refuge, where an order of former warrior priests dwell in isolation, having laid down the arms they once wielded in service to the Princes of Neo-Nerath. They provide succour to weary travellers, asking little in return. They cleared Stull of undead infestation, but the village remains abandoned, the woods haunted by vile Ghasts.
7. Merilla the Mage is a goodly sort. A former adventuress, now she dwells quietly in her tower west of Imp Brucke, engaging in magical researches. She has an animosity with her rival, Cyrus of Capricia, ever since Cyrus' clumsy halfling apprentice stepped on her dress at the Lord's Ball and ripped it quite off!
8. Caer Ferros is an old Nerathi border fortress in the Northwatch Hills, said to be cursed and long abandoned.
9. A band of river pirates, the Vermin Wake, have been attacking both boats and farmsteads along the wide River of Visions/River Northwatch. Their hidden lair is downstream of Capricia. Recently adventurers rescued Charlotte Tournais from their vile clutches.
10. Raiders from the Crimson Serpent Jungle have been disrupting trade with the South, attacking both traders and Altani villages along the Scalos River. The Dwarven High Lord of Capricia would be glad to see them dealt with. The raiders are numerous and dangerous, though - and not human.
11. The Cult of the Green Skull dwell in a dungeon not far south of Imp Brucke. They once painted green skulls all over the village, and are known to kidnap travellers on the road, including a couple adventurers, Ikam & Andrea, who were rescued from their dungeon. Luckily, the Pact stops the Cult harming the village itself.
12. Far to the west beyond the Castellan Mountains, on the edge of the Marshes of Sorrow, lies the fallen Dwarf-Hold of Gunderholfen.
13. At Ham Manor, Bastian & Emmett were working on the drainage in the lower graveyard when they uncovered the entrance to what looks like a hidden crypt. However the graveyard rats were gathering and looking increasingly hostille, so they hurrriedly withdrew and reported to Lord Ham. Emmett says he sensed an evil presence in the Crypt, as if something was controlling the rats.
14. A Manticore preys upon travellers on the trail north from Imp Brucke through the Northwatch Hills, south of Bristleback territory.
______________________________________________
GAME SETTING
Northwatch Hills |
(2902) Imp Brucke
9 miles north of Capricia and beholden to that town lies the small human village of Imp Brucke (7 buildings, pop. 42 in 4454). The villagers head downriver on market day to trade. Settled millennia ago by far travelled Tharbrians, Imp Brucke is the centre of strange magickal energies, and is protected by an ancient magical goblin-human Pact that if renewed annually shields the Humans from Chaos and the Goblins from Law.
Imp Brücke refers to both a small collection of buildings and an ancient stone bridge crossing the Pearl River near its junction with Scale Creek. The bridge has been here for centuries and shows little sign of the ages passing – legend says it was originally constructed by earth elementals under the control of a Magus of the Three Circles. The bridge itself is made of a hard brown stone and arches smoothly over the Pearl river. Along the sides of the bridge are the shapes of many misshapen faces with open mouths staring at the river.
Residents of Imp Brücke
This small collection of homes and outbuildings is the sum total of the residents of Imp Brücke. A scattering of solitary farms exit to the west and the farmers make trips every few weeks to Imp Brücke for trade and news. There are four buildings of interest to the average traveler here.
The Ancient Cheese – run by stout Mother Sidra (4405-), mother of Lena, this cheesemaker specializes in exotically herbed cheeses with multicoloured fungal growths. Some are quite ...strange. M7 4447 BCCC: After selling their entire stock to mighty Lord Shieldbiter the cheesemongers went on vacation pilgrimage to the Temple-Tomb of Belaras. 4448 Lena marries Maltooth the Smith. End of M10 4454 With a recent uptick in business, Mother Sidra takes on Farmer Brymassen's niece Daisy as her new assistant.
Tromeo Reggiano (1 gp) – Epicure lapses into death-like sleep for 1d4 days; upon waking, save vs poison CON (12) or awaken as mold-zombie.
Orange Marbled Brick (4 gp) – advantage to eater’s CON rolls vs poison for 24 hours.
Soft Barrel Cherry Cheese (5 gp) – causes a strange tingling sensation in the consumer’s extremities for d8+1 hours, no other effects.
Speckleroot Hard Cheese (7 gp) – consuming this cheese increases a character’s healing rate to 1 hp/hr.
The Gaffer’s Black (7 gp) causes extreme sweating, consumer can commune with nearby spirits for two turns if she fails a CON save vs poison at DC 15.
Pink Kleebus (8 gp) – Grants +2 bonus to AC, at the cost of -4 to all reaction rolls. The effect lasts for 6 hours, culminating in an epic visit to the latrine.
Ancient Lavender Creme (9 gp) – Save CON DC 12 or permanently lose 1 Con. Regardless of save result, gain advantage on all future CON saves vs poison.
Wax-Bound Dogwood Cheese (10gp) – A hard wheel bound in bright red wax. Has a shelf life that can be measured in decades (at least, until the waxy rind is broken open). No canine — not even a hellhound or lycanthrope — can resist this cheese; it is the ultimate bribe where dogs, wolves, and the like are concerned.
Juniper Curd (12 gp): For the next 12 hours consumer automatically “turns” insects each round as if turning undead of similar HD (giant insects roll vs Cha, DC 15)
Truvan Beaver Cheese (15 gp) – causes horrendous indigestion and nausea (disadvantage on attack rolls for 12+d12 hours), but the consumer casts all spells with Advantage during the first four hours.
Brindlburn Abbot’s Gold (25 gp) – consuming this cheese prevents death for 20 minutes unless completely dismembered, disintegrated, or similar. It does not prevent incapacitation at 0 hp, but roll d20 each round while at 0 hp to regain 1 hp & resume activity.
The Iron Hammer – a small inn and the only standing stone building in the area, the Iron Hammer is run by Ol’ Chumpin (4412-), a rotund man who inherited the inn from his father and from his grandfather, the adventurer Chumpin Earthsmasher who retired due to an arrow in knee. During the day there are 0-3 travelers and farmers here, but typically an additional 2-5 arrive in the evening. Over the hearth of the main room is a massive iron warhammer, rusted and pitted with age. Chumpin’s wife Agatha Earthsmasher works in the kitchen, while his eldest daughter Cassie Earthsmasher (a Thief) serves as barmaid. Elkins the Drunkard often hangs out at the Iron Hammer, mourning his dead brother Evan (see below).
Maltooth’s Smithy – this small smithy makes iron goods for the local farmers. He also has a fine-looking two-handed sword hanging by the entrance that he is inordinately proud of (but would sell for double the normal price). Chumpin thinks Maltooth 'all talk and no apron'. Maltooth (4420-) was widowed young but married again, to the buxom Lena (4427-), only daughter of Mother Sidra, in 4448. They have five children, with a sixth on the way (as of M8 4454).
The Burned House - former residence of Evan Elkins & family (RIP) destroyed in arcane conflagration 25/6/4447, during a failed ritual with the local goblins. The house is rumoured to be cursed, and has been left abandoned ever since.
NPC Adventurer Parties
1. The Savage Wardens of Soux Jinvik - rumoured to have once stolen a sleeping dragon's gold from a seacoast cave. Core members are the Altanian warrior Soux Jinvik (Fighter, h-f, axe & shield), Escande (Fighter, h-f, longbow & bastard sword), Blotglag the Goblin (Thief, g-m) and Lyron the Mage (Wizard, h-m), who has a rivalry with a fellow former apprentice of Cyrus Gol Lionmane (PC).
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Eastern Oricha (27xx-41xx)
Ancient home of the Orichan Dragon-Lords, this southern end of the Pazidan and Antillian Peninsulas is known as Oricha.
Black Crow River (Calm Aquatic): Narrow and darkwatered, the river flows through the south-eastern Crimson Serpent Jungle. Fishing boats from the Altanian settlement of Blackcrow are sometimes seen on the river.
Crimson Serpent Jungle (Dense Forest): Extremely dense and difficult to pass through, the main expanse of the Crimson Serpent lies to the south of the settlement of Diancecht. It is known to harbor Tasloi humanoids, a species of intelligent ape, as well as jungle dryads, Viperians (including a tribe of serpent-centaurs that worship Yig), and Couatl. The Dryads are said to guard the Sphere of Disjunction (2907).
Northwatch, River/River of Visions (Calm Aquatic, Busy): This broad rift river cuts through an ancient glacial fjord. It was a major transportation route for the old Orichalans. After the fall of Arkhosia & the Empire of Glorious Doomfire ca 2,500 BCCC, sea-faring Tharbrian human colonists from the north settled here long ago. Today, the river still carries traffic to and from the Lake of Visions and various small settlements along its banks. Encounters: merchants, fisherfolk, lizardmen. M1 4447: Recently the local lizardmen have been migrating northwards.
Northwatch Hills
Once the border between the southern Dragonborn Empire of Arkhosia and the northern Demonbrood Empire of Glorious Doomfire/Empire of Bael Turath, many ruined fortifications dot the wild hills. Draconic creatures are common. Encounters: (D12) 1 Snake, Giant (SD 252) or Snake, Cobra (SD 252), 2 Kobolds (SD 228), 3 Chimera (SD 201), 4 Blue Dragon (as Desert) (SD 210) (esp near coast) or Wyvern 5 Basilisk 6 Goblins 7 Pig Orcs 10 Wolves 11 Bear 12 Men, Bandit or Peasant
Scalos River (Calm Aquatic): Green with algae and home to schools of large catfish and snakehead, the Scalos flows along the northern edge of the Crimson Serpent Jungle. Scalos Clan Altani dwell along its banks.
Spite, River of (Rough Aquatic): Fast and deadly, the River of Spite is well-named, for most who attempt to cross or travel on it end up regretting their decision.
Visions, Lake of (Calm Aquatic): Located at the southern end of the Castellan Range, the Lake of Visions is a deep, clear mountain lake. It is a great source of fish for the dwarves of Capricia. Due to the strange gasses given off by the lake, the human and halfling fisher-folk often report having strange visions, some of which give brief glimpses of the future. A strange algal-encrusted weed that causes this effect is often gathered for sale to herbalists and witches.
(2901) Ogbert's Stead AL N/L
Farmers, shepherds. Population ca 30 in 4454 (1 extended family plus allies): the patriarch Ogbert, his sturdy wife Esmalia, his seven shepherdess daughters inc buxom blonde Rian and her husband Torin & their three young children (his daughter Esmalia now follows the Love Priestess Prisha Acharya at Carchmish), his unmarried & eligible daughters Sophia and Jane, his three shepherd sons Yurtus, Bastian, Emmett, Yurtus' wife Jenny and their own two young sons, and Jenny's unmarried sister Caprice. This palisaded farmstead of stout frontier folk in the southern Vale is wealthy with loot from chimerae slain by the adventurers Sandor & Maglor M7 44447. From Ogbert's stead a trail leads south through the woods and up into the Northwatch Hills towards Imp Brucke. 13/10/54 The great telescope at Wrenwald Manor provides a fantastic view north to Ogbert's Stead, especially the bathing pool...Bastian, son of Ogbert |
Emmett, son of Ogbert |
(2901) Ham Manor, formerly Wrenwald Manor, AL N
Jane, servant at Ham Manor |
Long ages ago, when the village near the marsh was settled (on order of the King of Nerath, who sought to bolster his southern borders), a family of Wizards known as the Wrenwalds served as the settlement’s overlords. The Wrenwalds weren’t particularly good or kind, but they did protect the villagers from the ravages of the marsh’s beasts, and as long as the heavy and oppressive taxes rolled in, nobody died from by the hands of the wizards. One night in the reign of Lord Justin Wrenwald III, while the family reveled with friends, the swamp witch Julianne demanded entrance as an honored guest. Seeing the ugly hag, and unimpressed by her reputation, Lord Justin laughed in her face and ordered her put out. For this insult the she cursed the family, and horrible magics rose from Dark Realms. Some simply died, while others transformed into undead, and the very estate itself took on the taint of evil. A few villagers who served on the grounds escaped to tell the awful tale, and since that night the Vale folk have avoided the grounds. It is said the ghosts of the dead still haunt the estate, and their sounds can be heard from within, but that if anyone goes there, they never return. 13/10/54 Brave adventurers defeated the undead Lord Justin Wrenwald, Jorbin the Dwarf claimed the Manor for his own. Luacia the Dryad begged them to cleanse the place of Undead. M11 The adventurers clear the remaining undead & lift the curse. Lee Ham is confirmed Lord of the Manor by Luacia and Julianne. He recruits four folk from Ogbert's Stead to work in the Manor - Jane, Caprice, Bastian & Emmett.
Luacia the Dryad, Sprouting anew |
Caprice, servant at Ham Manor |
Luacia, the Dryad of Wrenwald Manor |
Julianne, the Swamp Witch of the Hagmarsh |
Temple Tomb of Belaras, Paladin of Apollo-Mitra, Ghinarian Hills
A sip from the holy goblet of Belaras is 500gp. Many Acolytes and Warrior Priests of Apollo-Mitra are trained here.
Ivy |
Novice Vedana |
Novice |
Slave |
Slave |
Novice |
Slave |
Priest |
Priest |
Slave |
2903 CAPRICIA
(Small Town, Domain Capital): Conventional; AL N/L; TL 7; 800 gp limit; Assets 48,800 gp; Population (4,454 BCCC) 2,088 (Able bodied 522); integrated (dwarf 32%, human 52%, elf 6%, half-orc 5%, halfling 4%, goblin 1%)
Total domain population is around 15,000, with around 425 infantry (mostly dwarven, some human, elven marines) & 75 light cavalry (human & elven) spread across the domain. Gotarerin himself commands around 150 warriors in Capricia, with the remaining 200 serving his various vassals, including the border fortresses of Mazargog (80) & Khelagul (60), and the townships of St Orlan (40) & Fauxpass (50). Several allied Altanian villages of the Scalos tribe dwell along the Scalos river to the south, though they have recently suffered raiding and slave-taking by vicious Tasloi and other monstrous creatures from the Crimson Serpent Jungle.
Town Resources: Fish (+400gp/m), Market (+300gp/m)
Authority Figure: High Lord Gotarerin Grimscarp, Patriarch of Kazadarum, male dwarf Priest 8. Married to Elsa Grimscarp, Priestess of Madeera. They have fie adult children, three sons and two daughters.
Characters
Councillor Ercel, male Tharbrian ("Spokesman of Men"), old with long white beard.
Captain Meanan, male elf Ftr4 (captain of the marines) - in love with Princess Crystal of Diancecht.
Captain Azu, male dwarf Ftr5 (captain of the Dwarven Guard).
Ivy, human temple slave acolyte, & Gleep, temple mephit mascot
Cyrus the Wise, crotchety old human male Mage (SD 231)
In ancient times these lands were the contested border provinces between the Empire of Glorious Doomfire to the north, and the southern Dragonborn Empire of Arkhosia. Both empires fell in mutual destruction more than 2,000 years ago. In the following centuries migrating Tharbrians from the north settled along the River of Visions. More than a thousand years ago (ca 3400 BCCC) around the time of the foundation of Old Nerath, several dwarven clans came south into the region from the northern holds of Kolda and Chacban (Barbarian Altanis); aiding their western brethren in the final conquest of the evil elves of Tosasth. Most of the northern dwarves then moved on to settle in Snake Hill. A few others settled among the human Tharbrians of the River Northwatch and founded the settlement of Capricia.
When the Arang Tok Orcs and the undead legions of Queen Zrexia invaded the region 500 years ago (3950 BCCC), many of the scattered human and dwarven settlements fled and moved to the protection of Caprica. The high priest of Kazadarum, Gamli the Bold organized the remaining dwarves, elves, and humans, defeated the invasion, and became the first High Lord of Capricia.
Today Caprica is a thriving mixed community of dwarves and humans. The humans, under their chief councillor Ercel, generally continue to accept the high priest of Kazadarum as their leader. Gotarerin is the current high priest and he works to maintain the harmony among the races inhabiting Oricha. Azu is the captain of the dwarven guards and organizes the protection of the caravans making their way to and from Capricia. Meanan is from Diancecht, seconded here by King Kambdum, and organizes the protection of the ships and barges that transport good from Capricia to Diancecht. He pines for adventure - and for Princess Crystal.
The Loving Arms is a small fairly high class brothel near the Capricia docks, owned by the Church of the Love Goddess Meroya under High Priestess Prisha Archaya, centred in Carchmish, a town far to the NW - the brothel also serves as a temple to the Goddess, and many of the staff are Acolytes of Meroya. In 4454 the Loving Arms is managed by the Meroya Priest, Esmalia Half-Elven.
Cyrus the Wise is an elderly and somewhat crotchety human Mage, whose ramshackle tower lies near the eastern wall. He has trained numerous apprentices over the years. In 4454 he is experimenting with petrification magic, using a cockatrice egg acquired from the Halls of the Scarlet Minotaur by his failed halfling apprentice Lee Ham. Cyrus studied under Archmage Quintus, and is still friends with his former mentor. He is rivals with Merilla the Mage. His current apprentice is Lyssa, a talented young mage. She has a Familiar, Pompitous, a magical flying talking cat that some call a Chessym.
Cyrus the Wise |
Lyssa the Apprentice (missing) |
The Temple of the Gods in Capricia is a cathedral dedicated to the gods of Law and Balance, presided over by the great bronze statue of Kazadarum Dwarf-Father. Lord Gotarerin himself is High Priest of Kazadarum. Lesser shrines are dedicated to the following:
Saint Terragnis (L, f) Priestess: Becca Laquin, the Swordmaiden (h f, age 28 in 4454)
Madeera the Covenant (Athena to the Ghinarians & Amazons) (L, f) - depicted here as the Bride of Kazadarum. Priestess: Lady Elsa the Wise (dw f), wife of Lord Gotarerin
Gede, the Patron of Feasts, Mirth, the Wilds & Ocean (N, m) Priest: Jolly Hamhock (1/2 m)
Ord (aka Thoth-Ord), God of Magic & Knowledge (N, m) Priest: Torvash One-Eye (1/2o m)
Ivy is a human temple slave Acolyte of Kazadarum at the Temple of the Gods, friends with Gleep the temple's mephit Mascot.
Resources: Loyal followers of a deity can purchase minor healing potions (1d4 hp) from the god's priests for 50gp each. Typically 1d4 such potions are available from each deity's priests (so 5d4 potions total), on any given week. For the faithless, purchase of a potion typically requires 75gp and a DC 12 Charisma check per Priest (DC 9 if 100gp is offered). A similar number of vials of holy water are available, at 15gp/25gp per vial. This Holy Water does 2d4 damage to corporeal undead.
St Terragnis |
The Dark Gods
Inns of Capricia
A) The Singing Bell (high) merchant's inn known for its rare food and drinks. Tried the candied scarabs (1gp) with halfling summer wine (5sp, +1 Cha for 1 hr). Proprietor Vakesh the Elder (h-m Soldier), one eye, smokes pipe. A former Red Sash marine of Rallu, he retired wealthy. On the town square. Quintus the Wandering Alchemist can often be found here, offering potions for sale to wealthy merchants and adventurers.
Vakesh the Elder |
Mariel |
B) The Boar & Eel (mid), known for treasonous meetings by human dissenters unhappy with Dwarven rule, aka 'The Patriarchy'. Try the saffron duck neck (1sp) & the Autumn Mead (3sp) . Proprietor Mariel the Comely (h-f Tharbrian Thief), shapely, beauty mark on left cheek. Frenemy of Shadrak the Cunning. Often frequented by Acolytes from the nearby Temple of the Gods.
C) The Spitted Wench (low), Thieves' Guild hangout, Thugs for hire. Sign depicts a buxom wench looking uncomfortable while tied to a roasting spit over a roaring fire. Try the comely slave wenches (5sp/hr) & stale ale (5cp, free refills but too much dulls the senses, -1 Wis/1 hr). Proprietor Shadrak the Cunning (half-orc male Thief 8, handsome, bearded, floppy hat, retired Crawler, rumoured to head the Thieves' Guild). On the docks before the docks gate; a centre of smuggling activity. Deadly pit fights also occur beneath the Spitted Wench; not all the participants are there voluntarily. Shadrak is assisted by his lieutenant and enforcer Hercules (Reaver), a brutal warrior and former gladiator, originally from the Ghinarian Hills. Dispossessed by her father Eldris for "wilful disobedience", young Eloise Laquin has been forced to find work as a common barmaid at the Spitted Wench.
Eloise Laquin, serving wench |
Hercules, Shadrak's Enforcer, & wench |
Tess, wench |
Maieve, wench
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Laquin Family
Eldris Laquin |
Jonathan Laquin |
Lady Bolina, daughter of Choisin Mazargog |
Alas Balle of the Iron Knight |
The best inn in St. Orlan is The Iron Knight, kept by a retired human male Soldier named Alas Balle. Meals are excellent and beds are soft. Those with less to spend will find The Red Mark in the odoriferous district. It is little more than a shack with a few benches inside and a stable out back. Sanzir (human male Thief) rents out flea-infested blankets and a spot near the fireplace by the night.
Charlot of the Seven Staves (Ftr 1) |
Tom Shepherd |
Tom Shepherd's Sheep Farm
Gord of Milltown (Ftr 1) |
Hana, married Gord 18/10/54 |
Maisie |
Rosalin, sister of Tom |
Lady Ciode, Lady in Waiting |
Sinvet Lar. Wool scarf by Iraga (RIP) |
2703 Eelshead population 400. This prosperous fishing village on the Lake of Visions between Stull in the mountains to the NW and Capricia a day's travel to the east has a substantial Inn, the Red Roof (1gp/night for private room & board). The Village Council is headed by Sinvet Lar (h-f Amazon Fighter 5, AL L, follows St Terragnis) originally of Highhaven, who fell in love with the fisherman Abodus Lar and settled here in 4449 BCCC, continuing to defend the village following his death in 4451 at the hands of Orc raiders. Once a Griffon Knight, she can still call upon her griffon Redwing in time of need, using an enchanted whistle. She is friendly with the Priestess Iraga (PC), who knitted her a nice scarf.
Bertrude, Stull schoolteacher |
2908 Valley of the Red Apes |
(3001) Citadel of the Scarlet Minotaur Long ago, a mighty enclave of Ghinarian warriors lived inside the Lost Citadel. They worshipped their Bull God in ever-bloodier, cultish rituals that culminated in their leader, Minoros, transforming into the Scarlet Minotaur. This immortal avatar of rage slaughtered the warriors in a single night of mayhem. However it is rumoured that some of their servants escaped through the unseen halls used by the lowly... Cicadas buzz in the arid scrubland around the citadel, which sits atop a low and rocky rise. Thick, sandy blocks and coral-red columns hold up its tiered rooftops (30'-40' high, gently sloped). The enclosed interior is a cool, dark maze of vaulted chambers and halls that, it's rumoured, funnel into a central courtyard.
Kambdum Domnavrente, King of Dianceht |
Princess Crystal (Lirthache), daughter of Kambdum |
Foamrunner |
Alladir, Half-Elf Tarn Knight |
(3506) Grove of the Rising Sun
Maegladher, Elf Fighter (Ranger) |
Anewein, Ranger Captain |
Young Shieldbiter Torin, future Hero-Deity of Restored Nerath, is trained by his father Chief Delmirev, in the Dragon Lord Hills of ancient Oricha |
RALLU
Rallu Area |
RALLU, CITY STATE OF THE SEA KINGS
Danstone of the Iron Fist, 22nd Sea King of Rallu |
A Dragon Lord of Ancient Oricha |
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Additional Rules
Conversion from 5e:
5e character level is halved, rounding down. So eg a level 4 5e PC is level 2 in Shadowdark, a level 20 5e PC is level 10 in Shadowdark. Remove 5e racial attribute bonuses.
5e XP > SD XP
0-900 0; 01-999 1; 1000-1199 2; 1200-1399 3; 1400-1599 4; 1600-1799 5; 1800-1999 6; 2000-2199 7; 2200-2399 8; 2400-2699 9; 2700-2999 10; 3000-3299 11; 3300-3599 12; 3600-3999 13; 4000-4399 14; 4400-4799 15; 4800-5199 16; 5200-5599 17; 5600-5999 18; 6000-6499 19; 6500-6999 20.
Beyond Level 10
A level 10 character can continue to level up as normal, but Priests and Wizards gain only +1 hp; Fighters and Thieves gain +2 hp. A new Talent is rolled on every odd level. Note that the maximum possible to-hit bonus is +20, the maximum spellcasting bonus is +15, and the maximum possible AC is 25 for mortals, AC 30 for gods. The absolute maximum possible mortal hit points are: Wizard 80 Thief 100 Priest 120 Fighter 150 (Orcus has 120 hp, & the greatest of gods have 300 hp). Thief Backstab damage caps at 20 dice (eg dagger 20d4, shortsword 20d6). Epic/Divine Boons may increase a PC's Attribute Bonus beyond +4, to a maximum possible bonus of +7 (eg The Tarrasque's STR). Fighter Weapon Mastery still increases every even level, to a maximum of +10/+10 at 18th level. A level 20+ Fighter may trade their +10/+10 single attack Mastery bonus for 4 attacks per round. Thief backstab still increases every even level, to a maximum of 20 dice (total), including any extra dice gained from Talent rolls. Priests and Wizards gain a new spell known on every even level. Level 12 - rank 1 Level 14 - rank 2 Level 16 - rank 3 Level 18 - rank 4 Level 20 - rank 5, then repeat - Level 22 rank 1, and so on. The highest known character in the Wilderlands is the Level 50(?) Wizard Hatulin Seiheitt, the God-Emperor of Viridistan.
Highest Level PC in PC Group: Minimum PC Level (New PC Start Level) & Wealth
1-4 1
5 1, +50gp starting gold
6 1, +100gp starting gold
7 2, +150gp starting gold
8 2, +200gp starting gold
9 3, +250gp starting gold
10 4, +300gp starting gold
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11-12 5 (roll 1 time on 4-6 Treasure Table, +300gp)
13-16 6 (roll 2 times on 4-6 Treasure Table, +300gp)
17-20 7 (roll 2 times on 7-9 Treasure Table, +300gp)
21-24 8 (roll 3 times on 7-9 Treasure Table, +300gp)
25-28 9 (roll 4 times on 7-9 Treasure Table, +300gp)
29+ 10 (roll 4 times on 10+ Treasure Table, +300gp)
Strongholds & Dominions
Powerful characters may establish Strongholds, a new or existing fortification, and typically control & patrol an area between 1 hex (15 miles) up to 3 hexes (45 miles) across. While patrols are maintained a single hex dominion typically counts as Borderland. With a 9 hex dominion the central hex counts as Civilised, the adjacent hexes typically count as Borderland.
Once the stronghold is built or claimed, and the immediate area secured, over the next month it can typically attract 2d4 civilian staff, multiplied by the Level of the Lord. This is usually enough to maintain a self-supporting stronghold.
The new Lord may potentially atttract up to 50-300 (5d6x10) armed followers within 1 month - typically these are Level 2 Soldiers, but a variety of creatures of Level 1-3 are possible, such as Bandits, Guards, Berserkers and Knights - typically 2d6x10 Level 1, 2d6x10 Level 2, & 1d6x10 Level 3.
Lord Level Followers Attracted (maximum)
9+ 5d6x10 (L2 5d6, or L1 2d6 L2 2d6 L3 1d6)
7-8 4d6x10 (L1 2d6 L2 2d6)
5-6 3d6x10 (L1 2d6 L2 1d6)
3-4 2d6x10 (L1 2d6)
1-2 1d6x10 (L1 1d6)
A Lord who cannot afford the full recruitment may initially hire a smaller number and increase number later as resources allow, up to the full maximum numbers for his or her current level. Losses may usually be replaced each season (3 months) at a rate of 10% of the full recruitment number, eg a Lord with a maximum recruitment of 170 may typically replace 17 men per season.
A 15 mile hex in borderlands type territory typically contains 0-3 (d6-3) settlements, for each roll 1d6: 01-3 Thorpe (20-80 inhabitants) 4-5 Hamlet (100-400 inhabitants), 6 Village (500-800 inhabitants). It takes 20 villagers to support 1 footman (6gp/m), 30 to support 1 light horseman (9gp/m), or 50 villagers to support 1 heavy horseman (15gp/m). Excess resource production not used to support the soldiery may typically be taxed and sold for 2 sp per villager per month.
Up to 20% of the village population are healthy adult males who may be levied as unpaid peasant infantry in time of war, typically with a duty to serve for up to 40 days per year. These usually lack armour, but can typically supply themselves with light equipment such as spear & shield, sling & dagger, or 4 javelins & hand axe (d6, 1h). Each such peasant lost in war typically reduces the domain population by 4, as widows, orphans and elderly parents either starve or abandon the Domain.
Example: A newly founded dominion has 4 villages of population 100 100 100 400, total 700. The Lord rolls 5d6 - 190 for his potential followers. His new domain can support up to 35 (1/20) infantry, 23 (1/30) light cavalry, or 14 (1/50) heavy cavalry from taxes; any excess must be paid for. 19 fully equipped followers, all trained men, may be replaced each Season. 70 peasants may be levied to fight in time of war.
Villages in a well defended new dominion typically enjoy seasonal (3 month) growth rates of around 10%, as immigrants flock to the new territory. Dominions that reach the maximum populations listed below typically grow by only around 1% per full year.
Maximum Population, 15 mile hex (194 square miles)
Borderland: 2,000 (just over 10 per square mile)
Civilised: 10,000 (just over 50 per square mile)
Dominion Resources
Valuable resources such as mines, furs, lumber, town markets, orchards, olive groves and pearl beds can typically produce a net income of 100-400gp (1d4x100) per month. A typical 15 mile hex contains 0-3 (d6-3) such resources. It typically takes 1 month to survey a 15 mile hex for resources. Resources in contested territory must be defended. A minimum population of 100 in the hex is required to exploit each resource.
Example: A new dominion of 7 hexes has 4 resources of value 400, 300, 300, 300 = 1300gp/month. The new Lord shall be wealthy indeed! This is enough to support 216 infantry soldiers, 144 light horse, or 86 heavy horse. Or a lot of Carousing.
Mercenary Costs (GP/month)
Peasant 2gp Peasants are typically armed with Shield & Spear.
Light Auxiliary (eg Bandit, Guard, Thug) 4gp
Heavy Foot Soldier (chainmail) 6gp; includes shortbow archers, crossbowmen, Cultists and Berserkers.
Light Cavalry/Horse Soldier (chainmail, light horse) 9gp; includes mounted archers & dragoons. Longbow archers, pikemen.
Gladiators and other special troops, where available, typically cost 12gp/m.
Heavy Cavalry/Horse Soldier (chainmail, warhorse) 15gp. Specialists such as Acolytes, artillerists and sappers also cost 15gp/month.
Knight (plate, warhorse) 30gp. Specialists such as Elves, mage Apprentices, and Thieves also cost 30gp/month.
About 1/3 of this sum goes to support the Sergeants (1/10) and Officers (1/40), who are often a level higher than the ordinary troops.
Elite Specialists such as Priests, Mages, Archmages, Druids, Reavers, Assassins and powerful monsters are rarely available for hire, although if living on the lord's domain they may be willing to defend it against external threats. If they can be employed, they typically cost at least 100gp per level per month if Level 1-7, 200gp per level per month if Level 8+.
Recruitment
In high population dominions the Lord can recruit, equip and train soldiers directly from the population, rather than relying solely on Followers and wandering Mercenaries. Such Recruits must be trained, taking 1 Season, paid, and equipped with all gear, at standard prices. Normally up to 5% of the population may initially be recruited in this way; all at Level 1; deduct the number recruited from the domain village population, and from the number of peasant infantry available to levy. Each year another 2% of the total domain village population become available for service. Recruits may never number more than 10% of the entire domain village population. Loss of paid Recruits does not further reduce Dominion village population.
Mass Battles
1. These are normally resolved at 10:1 scale, with each mass battle round still representing 1 round of regular combat, with each figure representing a squad of 10 men and having x10 standard hp and x3 standard damage. At regular 5' square scale an Infantry Squad occupies an area of 3x3 = 9 squares. A Cavalry Squad occupies an area of 6x6=36 squares. Apply Morale checks as normal - when a formation has lost 50% of its number, or a lone unit has lost 50% of its hp.
PCs & NPCs in mass combat: A single "Hero" character may occupy an area within one Squad and fight in the front rank, without detracting from its operation. Resolve the hero's attacks normally, deducting losses from the enemy Squad hp (eg if a Hero kills a 10 hp enemy Soldier, deduct 10 from enemy Squad hp). The enemy Squad may likewise make 1 squad member's worth of attacks vs the Hero each round, without detracting from its operation. Note that a lone Hero surrounded by enemies takes x8 attacks each round.
2. Very large mass battles can be represented at 100:1 scale, with each mass battle round between opposing formations representing 10 rounds (1 battle turn) of regular combat, with each figure representing a company of 100 men and having x100 standard hp and x100 standard damage. At a 50' square mass battle scale an infantry Company occupies an area of 1 square. A Cavalry company occupies an area of 2x2=4 squares.
PCs & NPCs in very large mass combat: Up to 3 "Hero" characters may occupy an area within one Company and fight in the front rank, without detracting from its operation. Resolve 10 rounds of the hero's attacks normally, deducting losses from the enemy Company hp (eg if a Hero kills ten 10 hp enemy Soldiers, deduct 100 from enemy Company hp). The enemy Company may likewise make 10 company member's worth of attacks vs the Hero each battle turn, without detracting from its operation. Assuming a "20" to hit, roll a d6 each battle turn. On a 1-3 the Hero takes 1 critical hit. Note that a lone Hero surrounded by enemies takes 80 attacks each battle turn. Assuming a "20" to hit, roll 4 critical hits against the Hero each Battle Turn.
Unit Experience
Units of soldiery may earn experience in the same manner as PCs, and if properly equipped may level up to more powerful forms at the GM's judgement, eg L1 Guards>L2 Soldiers>L3 Knights. As NPCs they normally earn XP at half the PC rate, rounded up (so 1-2-5, not 1-3-10). NPC soldiery may not normally exceed Level 5, representing ultra-elite troops.
NEW SPELLS
Counterspell (Wizard, Tier 2)
Range: Far Target: 1 other Caster
This spell is cast on an enemy spellcaster's turn when they cast a spell, and does not use an Action. A successful casting is matched against the enemy caster's spell check. If the result equals or exceeds the enemy caster's spell roll, their spell is negated and does not take effect.
Linked Portal (Priest or Wizard, Tier 3)
Range: Close Target: The Caster, & up to 8 creatures within Close.
This spell transports the Caster and up to 8 creatures within Close to a designated Henge Gate or other functioning Portal on the same Plane. The caster must know the specific runes coding the Portal. The maximum range is 100 miles per Caster level. This spell is not capable of inter-planar travel.
NEW ARMOUR TYPES
Item Cost Gear Slots AC Properties
Gambeson 12gp 1 12 Disadv on Swim. No DEX mod.
Buff Coat 25gp 1 12 Disadv on Swim. Thieves can wear.
Scale 45gp 2 13 Disadv on Stealth, Disadv on Swim. No DEX mod.
Brigandine 75gp 3 14 Disadv on Stealth, no Swim. No DEX mod.
Alryan Plate 600gp 3 16 Disadv on Stealth, Climb, no Swim. No DEX mod.
NEW WEAPON TYPES
Hand axe (axe): 1d6 damage, melee, close range, 1 handed. Can be used by Priests & Thieves. Can be thrown Near range. 1gp
Halberd (axe): 1d10 damage, melee, closex2 range, 2 handed. 10gp
Bardiche (axe): 1d12 damage, melee, close range, 2 handed. 12gp
Lance (spear): 1d8 damage, melee, closex2 range (disadvantage at closex1), 2 handed unless mounted, 2gp
Pike (spear): 1d8 damage, melee, closex3 range (disadvantage at closex1), 2 handed, 3gp
Orichalan Dragonbow: 1d10 damage, missile, Far range, requires minimum STR 15, 2 handed. Cannot move and shoot in same turn. 30gp but normally only available to Dragonborn PCs.
Rapiers Falchions Sabres & Cutlasses are classed as Longswords (1d8).
Smallswords Epees Foils Scimitars and most Messers are classed as Shortswords (1d6).
War Dart: d4 damage, range Near. Can be used by any class. 5 sp.
Sling: d4 damage, range Far. 1gp; ammunition costs 2gp for 10 lead shot (stones are free, and do d2). Sling + 10 ammo occupies 1 Slot. Can be used by Thieves.
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