Tag: Sylvandale Services Average

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  • Welcome

    Every campaign gets an Adventure Log, a blog for your adventures! While the wiki is great for organizing your campaign world, it's not the best way to chronicle your adventures. For that purpose, you need a blog! The Adventure Log will allow you to …

  • session 2-1

    Month 8 Day 6: Cinndell, Blyx, and Duncan depart for Bridgeport. The rest of the party is staying at the Ol' Boar in Oakhurst. Day 7: Sebastian and Kern practice, pray, and study. Nico studies a scroll of shocking grasp, but fails to learn it. Day …

  • Fml

    ...and a player quit. Now looking for players!

  • Murphy's World

    Just an update: on top of my player leaving the group today, I've also accidentally favorited a furry campaign (not that there's anything wrong with that). That looks real good for making friends here. Reallll goooood. Pour some sugar on me.

  • Session 2-1

    *Month 8, day 5* With the rest of the party remaining in [[Oakhurst]], Cindel, Blyx, and Duncan travel on horseback to the city of [[Bridgeport]]. There, they spend the day selling loot obtained from the Sunless Citadel. They leave a sample of wood …

  • Session 2-2

    *Month 8, Day 6* Another day of shopping. The party buys better armor for Duncan and Sebastian. Cindel learns that the potion she left with the alchemist isn't very useful. The wizard at the Arcane Academy informed her of the vampiric properties of the …

  • Session 2-3

    *Month 8, Day 7* The party awakens, does a bit more shopping, and learns the precise location of [[Stone Tooth]] from the sage they had hired at the [[Bridgeport Arcane Academy|Arcane Academy]]. He also tells them more about the history of [[Khundrukar …

  • Session 2-4

    PC's (except Kerrick) reach level 3 The party rests in the tunnel burrowed by the Ankheg. ___________________________ *Month 8, Day 9* The party journeys the rest of the way to [[Webwood]] without any incidents. They walk in half an hour until they …

  • Session 2-5

    *Month 8, Day 9* (continued) The party decide to search the room they're in. Sebastian falls into a pit trap to the first floor and comes back upstairs. They are about to rest, when they hear something upstairs. Blyx tries to peek up to …

  • Session 2-6

    *Month 8, Day 10 (continued)* The door opens to a stairway, then a corridor that opens up on an underground water reservoir. That room has 3 other hallways leading out from it, but the only one that's not caved in is the one opposite the hall they took …

  • Session 2-7

    *Month 8, Day 11-17* The party reunite in Oakhurst, then travel up through Denby and Seth looking for adventure with little luck. They then head east through the forest, journeying with a couple of rangers they meet on the road. The rangers speak with …

  • Session 2-8

    *Month 8, Day 17 (Cont.)* The party spend the night at the Red Lion Inn in Sylvandale. *Day 18* The party awaken and travel on horseback toward Blasingdell making camp at the crossroads where the road to Blasingdell splits from the highway. *Day …

  • Session 2-9

    *Month 8, day 20 (cont.)* The party makes its way up the trail leading up to Stone Tooth. As they near the side of the mountain, they encounter two distracted orcs on guard duty. They quickly drop them before they can call for help. As they head up the …

  • Session 2-10

    *Month 8, Day 20 (cont.)* The party finally figure out a way to get Riot Across the rope bridge. Once across, they pass through the double doors and begin exploring the natural caverns beyond. Before they go far, they see a small section of cavern …

  • Session 2-11

    *Month 8, Day 20 8:30 PM* The party awakens. Sebastian casts Bull's Strength on Duncan. They continue down the hall past the room they just rested in. To the north, the hall has one door in the east wall, then terminates in a dead end filled by a …

  • Session 2-12

    *Month 8, Day 20, 8:40 PM* The party quickly cut down 3 of the four orcs. The remaining orc and Old Yarrack flee. They are not pursued. The PC's head back to the northwest to the small room hidden by secret doors. They figure it will be safe to rest …

  • Session 2-13

    *Month 8, Day 21 9:35 PM* Upon leaving the chamber containing the two dwarf corpses, the party spots two troglodytes hiding in the chamber with the wooden gate. The PC's attack. !http://i42.photobucket.com/albums/e317/jmocoohay/B95F6C56-923F-4063- …

  • Session 2-14

    *Month 8, Day 21, 9:50 PM* Once the troglodytes are down, Blyx does a brief search of the southern portion of the room. When she finds nothing of interest, the party head to the door in the western wall. Listening outside, they are able to hear signs …

  • Session 2-15

    *Month 8, Day 21, 10:25 PM* The party search and loot the troglodyte caverns. They head down the corridor to the southeast. They come upon a chamber with a giant lizard chained up. There are two chests just out of its reach. Cinndel attempts to calm …

  • Session 2-16

    *Month 8, Day 22, 7:00 AM* The party are attacked by the gray ooze. They back off and fire at it with ranged weapons. Having seen the apple dissolve upon hitting it, they are concerned about what the creature would do to their melee weapons. The ooze …

  • Session 2-17

    *Month 8, day 22, 3:30 PM* The party open the iron door. Beyond is a narrow corridor with stairs leading up. They give way to a 30 ft. hexagonal room. Three large statues of armed dwarven warriors guard two doors in the northwest and northeast walls. …

  • Session 2-18

    *Month 8, day 22, 3:35 PM* The party investigate the eastern half of the long room with the river and forges. They see that the river drops into a large, deep chasm. They can make out a chain ladder going down as far as they can see hanging from a …

  • Session 2-19

    *Month 8, Day 23, 12:30 AM* The party search the room and find treasure hidden in a compartment behind the altar. They go through the door to the south leading into the western part of the great hall and continue straight south to the door opposite …

  • Session 2-20

    *Month 8, Day 28 (cont.)* The PC's leave the cathedral and spend the next couple of hours shopping and restocking supplies. Blyx buys a + 1 shortsword. The party hear talk of gruesome murders in the city.

  • Session 2-21

    *Month 8, Day 28 (cont.)* The PC's return to the temple to have their wisdom restored. Then, they head to the Knight and Wolf Inn. They decide to stay there for the night. Xen remains in their room upstairs attempting to learn spells while the rest of …

  • Session 2-

    *Month 9, Day 1 ( cont)* The party exit the chamber of the succubus. They head south down the secret passageway nearby. Halfway down, they reach a side corridor leading east and they follow that. It leads into the rooms that were occupied by the female …

  • Session 2-23

    *Month 9, Day 5-7* The party buy and sell equipment. Blyx buys a riding dog. Sebastian and Duncan get spikes added to their armor and shields. Xen works on adding spells to his spellbook. *Day 8* The party leave for Sylvandale to retrieve their …

  • Session 2-24

    *Eonus 8 (cont.)* 4:00 PM The party head to the slums and search for a tavern or bar. They are told of the Nine Lives Gaming House. Arriving there, they spend the evening gambling and gathering information. They meet Miriel, the head of the …

  • Session 2-25

    *Eonus 8* (cont.) The heroes make their way through the sewers until they near the area where the undiscovered victim was supposed to be. They pass under grates in the sewer leading up into a building. They overhear a couple of Crimson Fangs discussing …

  • Session 2-26

    *Eonus 9th* The PCs arise and head back through the sewers to the basement of the ruined storage building. There they find the ochre jelly feasting on the bodies the ghouls had been eating. They surprise it and draw it out into the sewer. As the heroes …

  • Session 2-27

    *Eonus 10th, Midnight* Rest, receive reply from Thorndyke (meet him on day 12, he will get info), go up to rooftop, Sebastian holds one fang, Blyx snipes other, Duncan runs and performs coup de gra on held fang alerting fangs in hideout. Battle heads …

  • Session 2-28

    *Eonus 10th* (cont.) PCs hear shouts downstairs, Cindel casts fire trap on door to the room with balcony, then party waits in room across hall with door shut. While waiting, PCs hear shouts from a window below saying "Get in here! We're under attack!" …

  • Session 2-29

    *Eonus 10th* (cont.) The PCs question Reed. He says that the Fangs are thieves not killers. They ask him why the Fangs stole for the murderers. He seems surprised and says that he didn't know anything about his customers. He offers to make them a deal. …

  • Session 2-30

    *Eonus 10th* cont. The PCs return home. Xen stays up late and successfully adds shocking grasp to his spellbook. *Eonus 11th* Upon awkening, half of the party heads to the slums to speak with Jonalas while the other half travels to the home of …

  • Session 2-31

    *Eonus 11th 5:30 PM* The PCs spend a moment longer questioning the sage before heading back toward Leerstrom's. They only make it a few blocks before they spot the quasit in an alleyway. It is conversing with the same suspicious looking man that had …

  • Session 2-32

    *Eonus 11th 6:30 PM* Jonalas peeks in and sees the party is under attack. The creature is right around the doorframe from him. He attempts to tumble past it to set up a flanking position, but fails, narrowly missing being bitten. He manages to slash …

  • Session 2-33

    *Eonus 12 (cont)* As the party and their allies head toward the old town, they notice a peculiar cloud of shimmering colors advancing toward the city. As they reach the center of the city, the cloud draws close enough that they can see it's actually a …

  • Session 2-35

    *Eonus 11th* The party returns the Blood Prophet's remains to the Temple of Eternal Light. There they encounter (priest) who takes credit for saving the city. They visit Leerstrom, who is happy to learn that he helped to foil the cult's plans. They …

  • Session 2-36

    *Ebardos 12th (cont.)* The party examines the pyramid. They see a small pyramid-shaped indentation on each of the three sides. They also see writing on it. In old common, it reads: "gather ye thy friends are key If as one you turn the three The …

  • Session 2-37

    *Ebardos 12th (cont.)* After dropping Blyx's corpse off at the Temple of Eternal Light, the party spends the evening trading in loot and buying supplies before they retire to their house for the night. *Ebardos 13th* As they are finishing their …

  • Session 3-1

    Xen: 300 Blyx: 320 Rest of party: 240 *Ebardos 14th (cont.)* The party rest for 8 hours in the bandit cave. Since there are only a couple hours left of daylight, they decide to spend the night there and return to Sylvandale the following morning. …

  • Home Page

    [[File:369580 | class=media-item-align-none | image.jpg]] 3.x Home brew evolving around current campaign. [[Aerth]] (under construction as needed for current campaign)

  • The Age of Dragons

    Great dragons rule supreme over all the land until the Allfather forces back Chaos splintering off a portion of each into what would become the gods. The dragons' power is diminished which allows the Allfather's first children, the titans to flourish. …

  • The Age of Titans

    In order to appease Chaos, the Allfather steps back from the world. The young gods are left In their place. Created by the Allfather, the titans' civilization becomes too dominant over the land. Perhaps fearing competition, the gods allow that race to …

  • PC-10,000,000 The Age of Dreams

    The first known races were men, elves, dwarves, and giants. Some say the first humanoid races came from a union of outsiders with the fey of the forests. Some say they descended from the titans through some strange union or evolution. Some say they were …

  • 0 The Second Cataclysm (meteor) The Time of Nightmares

    In the absence of a stable power, The mighty cities of the past crumble. Many of the roads built by past empires fall into disuse and drift back to nature. Much advanced knowledge of technology and the arcane arts is forgotten. Human civilizations …

  • Jokulsa

    A kingdom of ogres thought to exist about 10,000 years PC in the wastes southeast of present day [[Valta]]. Achieving dominance over the surrounding monstrous races, they used their slave armies to push slowly south into the heartlands of Avralor over the …

  • Asmar

    The last wave of [[Andar]] migration down into Avralor. They managed to maintain a crude semblance of civilization for some time after moving south. They were shunned by the dwarves and elves until the [[War of the Slave Lords]] when they became full- …

  • geography

    [[File:369580 | class=media-item-align-none | image.jpg]] 1. [[Avralor]] 2. [[Northwest]] 3. [[Central ]] 4. [[North Central]] 5. [[Karapesh]] 6. [[South Central]] 7. [[The Far Kingdoms]] 8. [[Suder]] 9. [[Lux]]

  • Faladon

    *Scale*: Small Kingdom *Capital*: [[Bridgeport]] *Government*: Monarchy *Demonyms*: Faladonian *Races*: Humans; Dwarves, Elves, Gnomes *Religion*: 4 [[Axion]] (cities), [[Eone]] (rural) [[Rynn]], [[Vaela]] *Military*: 3/3 * …

  • Settlements of Faladon

    [[Oakhurst]] [[Denby]] [[Pickwyck]] [[Harvesthome Inn]] [[Bridgeport]] [[Anbrook]] [[Sylvandale]] [[Blasingdell]] [[Monastary]] [[Seth]] [[Heton]] [[Baydon]] [[Staerdale Hold]] [[(fortress)]] …

  • Avralor

    !http://i42.photobucket.com/albums/e317/jmocoohay/764537E1-4BC1-4F40-9371-6C3F5F96549A_zpsyjkri8j0.jpg! (1 square = 100 miles) [[Avralor History|History]] 1. [[Faladon]] 2. [[Old Galados]] 3. [[Galados]] 4. [[Wesmor]] 5. [[Medwyn …

  • road - Oakhurst to Harvesthome

    12 miles |The well traveled road meanders through rolling grassy hills. You occasionally pass through light woods. Here and there, you see farmhouses set back from the road| D% |day 1------1d4 [[twig blight]] 2-----1d4+2 [[bandit]] 3 …

  • preparation and departure

    Oakhurst to Bridgeport: 23 miles Cart or wagon: 2 miles/hour 16 miles/day Light horse or light warhorse: 6 miles/hour 48 miles/day

  • Harvesthome Inn

    [[File:369896 | class=media-item-align-none | image.jpg]] Innkeeper: [[:alderman | Alderman]] |You approach what appears to be an old stone fort converted into a large inn. ----------------------------------- •day• You can see soldiers behind …

  • Bridgeport

    Large City Population: 13,300 Gp Limit: 40,000 Capital City of West Faladon [[Bridgeport map|Map]]--[[Bridgeport stats|Stats]]--[[Bridgeport places|Places of Interest]]--[[Bridgeport groups|Groups]]--[[Bridgeport History|History]] …

  • Map

    [[File:370223 | class=media-item-align-none | image.jpg]] [[Bridgeport districts 1 Average residential|1 Average residential]] [[Bridgeport districts 2 Slums|2 Slums]] [[Bridgeport districts 3 Slums|3 Slums]] [[Bridgeport districts 4 Professionals| …

  • Bridgeport map

    !http://i42.photobucket.com/albums/e317/jmocoohay/BACA6DFF-D51E-44A5-823E-5DF90A5A085C_zpszdfgyulg.jpg! [[Bridgeport districts 1 Average residential|1 Average Residential]] [[Bridgeport districts 2 Slums|2 Slums]] [[Bridgeport districts 3 Slums|3 …

  • Harvesthome Inn interior day

    |You enter a good sized tavern flanked on the left by a dining hall and on the right by another hall filled with gaming tables. The smell of roasted meat and potatoes fills the air. The sound of many conversations reaches your ears, mostly cheerful and …

  • Harvesthome Inn interior night

    |You enter a good sized tavern flanked on the left by a dining hall and on the right by another hall filled with gaming tables. The smell of roasted meat and potatoes fills the air. A group of musicians play an upbeat frolicking tune loudly over the …

  • twig blight

    Twig blights are treelike creatures of evil disposition that nor- mally stand about 3 1/2 feet tall. A twig blights leafless branches interlock to create a sinister humanoid shape. Twig blights can root themselves in normal soil, drawing nutri- ents …

  • goblin

    GOBLIN |Goblin, 1st-Level Warrior Small Humanoid (Goblinoid) Hit Dice: 1d8+1 (5 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14 Base Attack/Grapple: …

  • kobold

    "kobold":http://www.dandwiki.com/wiki/SRD:Kobold

  • Creatures

    [[Master Creatures]] _______ *Source* [[Wiki Creatures]] [[Finder]] [[Encounter Tables]] ____ [[MM]] [[MM2]] [[Monsters of Faerun]] [[Tome of Horrors]] ______ "Wiki":http://www.dandwiki.com/wiki/SRD:Creatures "Finder": …

  • Goblin

    "Goblin":http://www.dandwiki.com/wiki/SRD:Goblin TLCOB ==CR 1/3; SZ S [Goblinoid]; HD 1d8+1; hp 5 each; Init +1; Spd 30 ft.; AC 15. touch 12, flat-footed 14; BAB/Grap +1/-3; Atk +2 melee (1d6, morningstar), or +3 ranged (1d4, javelin); SQ …

  • Kobold

    "kobold":http://www.dandwiki.com/wiki/SRD:Kobold TLCOB: ==CR 1/4; SZ S [Reptilian]; HD 1d8; hp 4 each; Init +1; Spd 30 ft.; AC 15, touch 12, flat-footed 14; BAB/Grap +1/-4; Atk +1 melee (1d6-1, spear, crit X3), or +3 ranged (1d6, light crossbow, …

  • Wolf

    "Wolf":http://www.dandwiki.com/wiki/SRD:Wolf

  • Monstrous Spider

    "Monstrous Spider":http://www.dandwiki.com/wiki/SRD:Monstrous_Spider List of Monstrous Spiders ___________________________ [[Tiny Monstrous Spider]] [[Small Monstrous Spider]] [[Medium Monstrous Spider]] [[Large Monstrous Spider]] [[ …

  • Gargantuan Monstrous Spider

    |A snapping branch behind you freezes you in your tracks. Looking back through the trees you see nothing. After a few heartbeats, you see the low, hulking form of a massive spider come rushing at you. Skittering horribly across the forest floor about 60 …

  • Ettercap

    "Ettercap":http://www.dandwiki.com/wiki/SRD:Ettercap TLCOB: ==Ettercap: CR 4; SZ M Aberration; HD 5d8+5; hp 27; Init +3; Spd 30 ft.; AC 14, touch 13, flat-footed 11; BAB/Grap +3/+5; Atk +5 melee (1d8+2 plus poison, bite); Full Atk +5 melee (1d8+ …

  • Bridgeport places

    [[Bridgeport Temples|Temples]] (23) [[Bridgeport Trades, Exotic|Trades, Exotic]] (13) [[Bridgeport Trades, Fine|Trades, Fine]] (Map Vendors) (4) [[Bridgeport Services, Fine|Services, Fine]] (9) [[Bridgeport Landmarks, Etc|Landmarks, Etc …

  • The Naga's Alchemy

    Location: [[Bridgeport districts 9 Professionals|9 Professionals]] |A single storey timber framed building, smooth stone floor, walls inscribed with arcane designs and formulae| Shopkeeper: [[Melia]], Female Gnome Exp5 [[Acid (flask)]] 10 gp 1lb …

  • Equipment

    [[Wealth and Money]] [[Weapons]] [[Masterwork Weapons]] [[Armor]] [[Masterwork Armor]] [[Getting Into and Out of Armor]] [[Adventuring Gear]] [[Special Substances and Items]] [[Tool and Skill Kits]] [[Clothing]] [[Food, Drink …

  • Weapons

    [[Simple Weapons]] ___________________________ [[Unarmed Attacks]] |[[Gauntlet]] [[Unarmed strike]]| [[Light Melee Weapons, Simple]] |[[Dagger]] [[Dagger, punching]] [[Gauntlet, spiked]] [[Mace, light]] [[Sickle]]| [[One-Handed Melee …

  • Special Substances and Items

    Core [[Acid (flask)]] [[Alchemists fire (flask)]] [[Antitoxin (vial)]] [[Everburning torch]] [[Holy water (flask)]] [[Smokestick]] [[Sunrod]] [[Tanglefoot bag]] [[Thunderstone]] [[Tindertwig]]

  • Simple Weapons

    [[Unarmed attacks]] |[[Gauntlet]] [[Unarmed strike]]| [[Light Melee Weapons, Simple]] |[[Dagger]] [[Dagger, punching]] [[Gauntlet, spiked]] [[Mace, light]] [[Sickle]]| [[One-Handed Melee Weapons, Simple]] |[[Club]] [[Mace, heavy]] [[ …

  • Two-Handed Melee Weapons, Simple

    |[[Longspear]] [[Quarterstaff]] [[Spear]] [[Ranged Weapons, Simple]] [[Crossbow, heavy]] [[Crossbow, light]] [[Dart]] [[Javelin]] [[Sling]]|

  • Martial Weapons

    [[Light Melee Weapons, Martial]] |[[Axe, throwing]] [[Hammer, light]] [[Handaxe]] [[Kukri]] [[Pick, light]] [[Sap]] [[Shield, light]] [[Spiked armor]] [[Spiked shield, light]] [[Sword, short]]| [[One-Handed Melee Weapons, Martial]] |[[ …

  • Light Melee Weapons, Martial

    |[[Axe, throwing]] [[Hammer, light]] [[Handaxe]] [[Kukri]] [[Pick, light]] [[Sap]] [[Shield, light]] [[Spiked armor]] [[Spiked shield, light]] [[Sword, short]]|

  • One-Handed Melee Weapons, Martial

    |[[Battleaxe]] [[Flail]] [[Longsword]] [[Pick, heavy]] [[Rapier]] [[Scimitar]] [[Shield, heavy]] [[Spiked shield, heavy]] [[Trident]] [[Warhammer]]|

  • Two-Handed Melee Weapons, Martial

    |[[Falchion]] [[Glaive]] [[Greataxe]] [[Greatclub]] [[Flail, heavy]] [[Greatsword]] [[Guisarme]] [[Halberd]] [[Lance]] [[Ranseur]] [[Scythe]]|

  • Exotic Weapons

    [[Light Melee Weapons, Exotic]] |[[Kama]] [[Nunchaku]] [[Sai]] [[Siangham]]| [[One-Handed Melee Weapons, Exotic]] |[[Sword, bastard]] [[Waraxe, dwarven]] [[Whip]]| [[Two-Handed Melee Weapons, Exotic]] |[[Axe, orc double]] [[Chain, …

  • Ranged Weapons, Exotic

    |[[Bolas]] [[Crossbow, hand]] [[Crossbow, repeating heavy]] [[Crossbow, repeating light]] [[Net]] [[Shuriken ,5]]|

  • 2-1b Recap

    Month 8 Day 6: Cinndell, Blyx, and Duncan depart for Bridgeport. The rest of the party is staying at the Ol’ Boar in Oakhurst. Day 7: Sebastian and Kern practice, pray, and study. Nico studies a scroll of shocking grasp, but fails to learn it. Day 8 …

  • To Webwood

    |You stand in a field of long grass with the dead ankheg half emerged from the earth before you. Ahead, the landscape looks fairly easy to traverse, broken only by occasional gentle hills and patches of woods| 2 miles left equals 1 hours |A line of …

  • Ankheg

    "Ankheg":http://www.dandwiki.com/wiki/SRD:Ankheg

  • Webwood, Slow harvesting

    [[File:371440 | class=media-item-align-none | image.jpg]] |As you approach you can see it appears to be a mixed deciduous forest. You pass the threshold and the sunlight is quickly dampened by the layer of growth above. It feels a bit cooler. You the …

  • Smaller spiders

    |You make your way deeper into the forest. The trees grow closer together, and the undergrowth is thicker. It's even cooler here and less sunlight makes it through the branches. --Kerrick suggests searching here saying "If betony is to be found in this …

  • A Race Against Time

    |As the last fallen spider's limbs are still twitching, Kerrick turns to you and says, "it seems that where the Webwood is thick, it is thick with danger too. But we 're finding the betony we need quicker here as well." | If asked, Kerrick believes one …

  • Real Monsters

    [[Standing stones,Bigger spiders]] [[Bigger Bird]] [[A view of Massive spiders]]

  • Standing stones,Bigger spiders

    |Among the tree trunks ahead, a group of regular shapes rises to a height of 20 ft. As you get closer, you can see through the greenery covering them that they are massive stones stood upright in two concentric circles. This appears to be some sort of man …

  • Produce Flame

    "Produce Flame":http://www.dandwiki.com/wiki/SRD:Produce_Flame

  • Search

    "Search":http://www.dandwiki.com/wiki/SRD:Search_Skill

  • Decipher Script

    "Decipher Script":http://www.dandwiki.com/wiki/SRD:Decipher_Script_Skill

  • Bigger Bird

    |You notice the sounds in the forest grow noticeably quieter. Above you hear a great swooshing sound and as you glance up through the web, ou just catch a glimpse of a massive creature with a wingspan of 20 feet swoop down and grab a spider the size of a …

  • A view of Massive spiders

    |A snapping branch behind you freezes you in your tracks. Looking back through the trees you see nothing. After a few heartbeats, you see the low, hulking form of a massive spider come rushing at you. Skittering horribly across the forest floor about 60 …

  • Searching Webwood

    Webwood Light Forest For every 2 hours: Search DC 20, each success = 2 patches found. If hiding/moving silently each success = 1 patch found on D % 1-20: Roll 1d4: 1. [[Small Monstrous Spider]] x1d4 2. [[Small Monstrous Spider ]] in web …

  • Detect Magic

    "Detect Magic":http://www.dandwiki.com/wiki/SRD:Detect_Magic ___________________________ Back to [[Spells]]---[[Sorcerer-Wizard Spell List]]---[[1 0-LEVEL SORCERER-WIZARD SPELLS (CANTRIPS)]]

  • Spot

    "Spot":http://www.dandwiki.com/wiki/SRD:Spot_Skill

  • Webwood, Light Forest

    For 1 hour (2 if sneaking) [[Wilderness Lore]] DC 18 or [[Spot]] DC 20 , each success = 1 patch found. D % 1-20: Roll 1d4: 1. [[Small Monstrous Spider]] x1d4 2. [[Small Monstrous Spider ]] in web 3. [[Medium Monstrous Spider]] x1d2 …

  • Webwood, Thick Forest

    For every hour (2 if sneaking): [[Spot]] DC 17 or [[Wilderness Lore]] DC 15, each success = 1 patch found. on D % 1-30: Roll 1d4: 1. [[Medium Monstrous Spider]] x1d4 2. [[Medium Monstrous Spider ]] in web 3. [[Large Monstrous Spider]] x1d2 …

  • Disease Control

    It's obvious no one else in [[Oakhurst]] was infected with the plague Wizard will die after 1d10+30 hours. One of Dem's acolytes will become symptomatic 1d4 hours after noon on the. 9th day. They will have 20+10 hours to live. …

  • The Sphinx's Apothecary

    |A two storey tower of conjured stone, dwarf wrought iron furnishings, an obelisk engraved with glyphs stands beside the building| Shopkeeper: [[Jamund Ater]] male halfling Exp9, tall, from a faroff land [[Special Substances]]: all [[Wondrous …

  • Special Substances

    "Special Substances":http://www.dandwiki.com/wiki/SRD:Special_Substances_and_Items

  • Alchemist's fire

    "Alchemist's fire (flask)":http://www.dandwiki.com/wiki/SRD:Alchemist%27s_Fire

  • Sunrod

    "Sunrod":http://www.dandwiki.com/wiki/SRD:Sunrod

  • Tanglefoot bag

    "Tanglefoot bag":http://www.dandwiki.com/wiki/SRD:Tanglefoot_Bag

  • Thunderstone

    "Thunderstone":http://www.dandwiki.com/wiki/SRD:Thunderstone

  • Bridgeport districts 13 Shops

    |Well-guarded nobles saunter from shop to shop, seemingly oblivious to the more ordinary citizens who rush by with their arms full of packages| Temples: Temple of Heironeous Shrine of Wee Jas *Lodging* Inn 1 Inn 2 *Food* Tavern 1 …

  • Gauntlet

    "Gauntlet":http://www.dandwiki.com/wiki/SRD:Gauntlet

  • Unarmed strike

    "Unarmed strike":http://www.dandwiki.com/wiki/SRD:Unarmed_Strike

  • Dagger

    "Dagger":http://www.dandwiki.com/wiki/SRD:Dagger

  • Mace, light

    "Mace, light":http://www.dandwiki.com/wiki/SRD:Light_Mace

  • Sickle

    "Sickle":http://www.dandwiki.com/wiki/SRD:Sickle

  • Club

    "Club":http://www.dandwiki.com/wiki/SRD:Club

  • Mace, heavy

    "Mace,heavy":http://www.dandwiki.com/wiki/SRD:Heavy_Mace

  • Morningstar

    "Morningstar":http://www.dandwiki.com/wiki/SRD:Morningstar

  • Shortspear

    "Shortspear":http://www.dandwiki.com/wiki/SRD:Shortspear

  • Longspear

    "Longspear":http://www.dandwiki.com/wiki/SRD:Longspear

  • Quarterstaff

    "Quarterstaff":http://www.dandwiki.com/wiki/SRD:Quarterstaff

  • Spear

    "Spear":http://www.dandwiki.com/wiki/SRD:Spear

  • Dart

    "Dart":http://www.dandwiki.com/wiki/SRD:Dart

  • Javelin

    "Javelin":http://www.dandwiki.com/wiki/SRD:Javelin

  • Sling

    "Sling":http://www.dandwiki.com/wiki/SRD:Sling

  • Axe, throwing

    "Axe, throwing":http://www.dandwiki.com/wiki/SRD:Throwing_Axe

  • Hammer, light

    "Hammer, light":http://www.dandwiki.com/wiki/SRD:Light_Hammer

  • Handaxe

    "Handaxe":http://www.dandwiki.com/wiki/SRD:Handaxe

  • Kukri

    "Kukri":http://www.dandwiki.com/wiki/SRD:Kukri

  • Pick, light

    "Pick, light":http://www.dandwiki.com/wiki/SRD:Light_Pick

  • Sap

    "Sap":http://www.dandwiki.com/wiki/SRD:Sap

  • Shield, light

    "Shield, light":http://www.dandwiki.com/wiki/SRD:Light_Shield

  • Spiked armor

    "Spiked armor":http://www.dandwiki.com/wiki/SRD:Armor_Spikes

  • Sword, short

    "Sword, short":http://www.dandwiki.com/wiki/SRD:Short_Sword

  • Battleaxe

    "Battleaxe":http://www.dandwiki.com/wiki/SRD:Battleaxe

  • Flail

    "Flail":http://www.dandwiki.com/wiki/SRD:Flail

  • Longsword

    "Longsword":http://www.dandwiki.com/wiki/SRD:Longsword

  • Pick, heavy

    "Pick, heavy":http://www.dandwiki.com/wiki/SRD:Heavy_Pick

  • Rapier

    "Rapier":http://www.dandwiki.com/wiki/SRD:Rapier

  • Scimitar

    "Scimitar":http://www.dandwiki.com/wiki/SRD:Scimitar

  • Shield, heavy

    "Shield, heavy":http://www.dandwiki.com/wiki/SRD:Heavy_Shield

  • Trident

    "Trident":http://www.dandwiki.com/wiki/SRD:Trident

  • Warhammer

    "Warhammer":http://www.dandwiki.com/wiki/SRD:Warhammer

  • Falchion

    "Falchion":http://www.dandwiki.com/wiki/SRD:Falchion

  • Glaive

    "Glaive":http://www.dandwiki.com/wiki/SRD:Glaive

  • Greataxe

    "Greataxe":http://www.dandwiki.com/wiki/SRD:Greataxe

  • Greatclub

    "Greatclub":http://www.dandwiki.com/wiki/SRD:Greatclub

  • Flail, heavy

    "Flail, heavy":http://www.dandwiki.com/wiki/SRD:Heavy_Flail

  • Greatsword

    "Greatsword":http://www.dandwiki.com/wiki/SRD:Greatsword

  • Guisarme

    "Guisarme":http://www.dandwiki.com/wiki/SRD:Guisarme

  • Halberd

    "Halberd":http://www.dandwiki.com/wiki/SRD:Halberd

  • Lance

    "Lance":http://www.dandwiki.com/wiki/SRD:Lance

  • Ranseur

    "Ranseur":http://www.dandwiki.com/wiki/SRD:Ranseur

  • Scythe

    "Scythe":http://www.dandwiki.com/wiki/SRD:Scythe

  • Longbow

    "Longbow":http://www.dandwiki.com/wiki/SRD:Longbow

  • Shortbow

    "Shortbow":http://www.dandwiki.com/wiki/SRD:Shortbow

  • Kama

    "Kama":http://www.dandwiki.com/wiki/SRD:Kama

  • Nunchaku

    "Nunchaku":http://www.dandwiki.com/wiki/SRD:Nunchaku

  • Sai

    "Sai":http://www.dandwiki.com/wiki/SRD:Sai

  • Siangham

    "Siangham":http://www.dandwiki.com/wiki/SRD:Siangham

  • Sword, bastard

    "Sword, bastard":http://www.dandwiki.com/wiki/SRD:Bastard_Sword

  • Whip

    "Whip":http://www.dandwiki.com/wiki/SRD:Whip

  • Chain, spiked

    "Chain, spiked":http://www.dandwiki.com/wiki/SRD:Spiked_Chain

  • Flail, dire

    "Flail, dire":http://www.dandwiki.com/wiki/SRD:Dire_Flail

  • Bolas

    "Bolas":http://www.dandwiki.com/wiki/SRD:Bolas

  • Crossbow, hand

    "Crossbow, hand":http://www.dandwiki.com/wiki/SRD:Hand_Crossbow

  • Net

    "Net":http://www.dandwiki.com/wiki/SRD:Net

  • Shuriken ,5

    "Shuriken, 5":http://www.dandwiki.com/wiki/SRD:Shuriken

  • Ammunition

    |[[Arrows, 20]] [[Crossbow Bolts, 10]] [[Repeating Crossbow Bolts, 5]] [[Screaming Bolt]] [[Shuriken, 5]] [[Slaying Arrow]] [[Sleep Arrow]] [[Sling Bullets, 10]]|

  • Arrows, 20

    "Arrows, 20":http://www.dandwiki.com/wiki/SRD:Arrows

  • Screaming Bolt

    "Screaming Bolt":http://www.dandwiki.com/wiki/SRD:Screaming_Bolt

  • Shuriken, 5

    "Shuriken, 5":http://www.dandwiki.com/wiki/SRD:Shuriken

  • Slaying Arrow

    "Slaying Arrow":http://www.dandwiki.com/wiki/SRD:Slaying_Arrow

  • Sleep Arrow

    "Sleep Arrow":http://www.dandwiki.com/wiki/SRD:Sleep_Arrow

  • Special Materials

    |[[Adamantine]] [[Alchemical Silver]] [[Cold Iron]] [[Deep Crystal]] [[Mundane Crystal]] [[Darkwood]] [[Dragonhide]] [[Mithral]]|

  • History

    [[Timeline]] *Ancient History* [[The Age of Sleep]] [[The Age of Dragons]] [[The Age of Titans]] [[The Age of Dreams]] ___________________ *Middle History* PC -10,000 [[The Age of Empires]] 0 [[Days of Despair]] 200 …

  • Faladon Geography

    [[File:369537 | class=media-item-align-none | image.jpg]] [[West Faladon Settlements|Settlement]] [[West Faladon Notable Areas|Notable Areas]] [[West Faladon Wilderness|Wilderness]] ___________________________ Back to [[West Faladon]]

  • Arcane Academy

    Location: [[Bridgeport districts 8 Civic district|8 Civic district]] ! (Remove links) [[Bridgeport Arcane Academy History|History]] [[Bridgeport Arcane Academy Motives|Motives]] [[Bridgeport Arcane Academy Structure|Structure]] *Scale* …

  • Sembria

    !http://i42.photobucket.com/albums/e317/jmocoohay/5476CEDE-C192-4D7B-A1FA-12B31FCCBD30_zpspghss4l7.jpg! !https://whitneycarter.files.wordpress.com/2013/04/fantasy-warriors.jpg! [[Sembrian Cities|Cities]] [[Sembrian History|History]] "Names { …

  • Sol

    A former god of light. During the reign of the [[Sembria|Sembrian Empire]], his power grew enormously until it began to dwarf that of the other gods. At some point prior to [[The Time of Nightmares]], it is believed that he became mad. Nothing remained of …

  • Central

    [[Mephath]] ___________________________ Back to [[Regions]]

  • Mephath

    First great king: Seathanach A large kingdom possessing much of the last remnants of the arts and sciences. Though it boasts a strong naval force and much wealth from being at the center of the world's trade, Mephath's military is no stronger than …

  • test

    |_. name |_. age |_. sex |_. next |_. next |_. Next |_. Next | | joan | 24 | f | n | n | x |y| | archie | 29 | m | | bella | 45 | f | "mirror image":mirror_image [mirror_image]http://www.d20srd.org/srd/spells/mirrorImage.htm Back to [[ …

  • North Central

    [[Zemlya]] [[Timunkar]] ___________________________ Back to [[Regions]]

  • Old Galados

    obelisks + ziggurats, greenish stone domed structures Yxadris, Actugna, Ithotlasz, Iuc'thuzti, Dazod, Itrolthelb, Acthaothr'itrerc, Aghoth'endah, Xaadrun Xuind'itha Zhoulth'ithixr Okothri Bhythaxr Azhaxh'xa Yonugg'the Hydr'ka Zhiokled Ashaombr'ra …

  • Faladon Groups

    [[High Merchants Guild]] [[Knights of Avralor]] [[Nightblades]] [[The Old Order]] [[The Druids of Avralor]] [[Arcane Academy]] [[The Os Pythones]] __________________________________________________ Back to [[Faladon]]

  • Bridgeport Arcane Academy

    Location: [[Bridgeport districts 8 Civic district|8 Civic district]] [[Bridgeport Arcane Academy Map|Map]] [[Bridgeport Arcane Academy History|History]] [[Bridgeport Arcane Academy Membership|Membership]] [[Bridgeport Arcane Academy Motives| …

  • Bridgeport Arcane Academy Structure

    [[Archmage Mordus]] [[Bridgeport Arcane Academy Civic|Civic]] [[Bridgeport Arcane Academy Arcane Lore|Arcane Lore]] [[Bridgeport Arcane Academy Production|Production]] [[Bridgeport Arcane Academy Education|Education]] …

  • Schools of Magic

    [[Bridgeport Arcane Academy Abjuration|Abjuration]] [[Bridgeport Arcane Academy Conjuration|Conjuration]] [[Bridgeport Arcane Academy Divination|Divination]] [[Bridgeport Arcane Academy Enchantment|Enchantment]] [[Bridgeport Arcane Academy …

  • Bridgeport Arcane Academy Education

    *Preliminary Courses*: Draconian, Somatic Expression, Invocation, Components, Lore, Sciences, Transcription, Brewing [[Bridgeport Arcane Academy Abjuration|Abjuration]]: High Abjurer f human [[Bridgeport Arcane Academy Conjuration|Conjuration]]: …

  • Bridgeport Arcane Academy Production

    Scroll Makers Potion Brewers Spell Casters Enchanters Scribes Components Transportation ___________________________ Back to [[Bridgeport Arcane Academy Structure|Structure]] [[Bridgeport Arcane Academy|Arcane Academy]]

  • Bridgeport Arcane Academy Goods and Services

    [[Bridgeport Arcane Academy Scroll Makers|Scrolls]] [[Bridgeport Arcane Academy Potion Brewers|Potions]] [[Bridgeport Arcane Academy Spell Casters|Spells]] [[Bridgeport Arcane Academy Enchanters|Enchantments]] [[Bridgeport Arcane Academy …

  • Bridgeport districts 10 Professionals

    | This district features row upon row of quiet shops and offices. Their signs adver- tise everything from translation services to wilderness guides to architectural design.| *Temples* Temple of Hextor Shrine of Garl Glittergold *Lodging* Inn …

  • Belorin Silentall

    Male gnome exp? middle aged, 3ft. tall, dark tan skin, white hair, observant + cowardly Made circlet for Cindel ___________________________ Back to [[Bridgeport districts 10 Professionals|10 Professionals]]

  • Bridgeport districts 16 Marketplace

    | This district is awash in colorful signs and tents. The shouts of barkers rise above the noise of shoppers, and a dozen scents—everything from sweet perfumes to sizzling meats—fill the air.| *Temples*: [[Bridgeport Market Temple of Fharlanghn|Temple …

  • Blasingdell

    [[Blasingdell Map|Map]]--[[Blasingdell Stats|Stats]]--[[Blasingdell Places|Places of Interest]]--[[Blasingdell Groups|Groups]]--[[Blasingdell History|History]] ___________________________ Back to [[West Faladon Important Sites|Important Sites]]

  • Blasingdell Stats

    *Blasingdell* (large town): ___________________________ Conventional; AL NC; 5,000 gp limit; Assets 505,000 gp; *Population* 2,021; Integrated (human 37, halfling 20, elf 18, dwarf 10, gnome 7, half-elf 5, half-orc 3). *Authority Figure*: …

  • Oakhurst

    !http://i42.photobucket.com/albums/e317/jmocoohay/5209A51E-DCEB-4B57-8A86-52CD04681B19_zps90bql0lr.jpg! [[Oakhurst Map|Map]]--[[Oakhurst Stats|Stats]]--[[Oakhurst Groups|Groups]]--[[Oakhurst History|History]] ___________________________ Back to [[ …

  • Denby

    [[Denby Map|Map]]--[[Denby Stats|Stats]]--[[Denby Groups|Groups]]--[[Denby History|History]] ___________________________ Back to [[West Faladon Important Sites|Important Sites]]

  • Pickwyck

    [[Pickwyck Map|Map]]--[[Stats|Stats]]--[[Pickwyck Places of Interest|Places of Interest]]--[[Pickwyck Groups|Groups]]--[[Pickwyck History|History]] ___________________________ Back to [[West Faladon Important Sites|Important Sites]]

  • Anbrook

    [[Anbrook Map|Map]]--[[Anbrook Stats|Stats]]--[[Anbrook Places|Places of Interest]]--[[Anbrook Groups|Groups]]--[[Anbrook History|History]] ___________________________ Back to [[West Faladon Important Sites|Important Sites]]

  • Sylvandale

    !http://i42.photobucket.com/albums/e317/jmocoohay/1C42B639-AD7E-4DAF-B386-49B4EACB9A15_zpsmsp3ygwq.jpg! Small City Population: 5,400 [[Sylvandale Map|Map]]--[[Sylvandale Stats|Stats]]--[[Sylvandale Places of Interest|Places of Interest]]--[[ …

  • Monastary

    [[Map|Map]]--[[Stats|Stats]]--[[Places|Places of Interest]]--[[Groups|Groups]]--[[History|History]] ___________________________ Back to [[West Faladon Important Sites|Important Sites]]

  • Heton

    [[Heton Map|Map]]--[[Heton Stats|Stats]]--[[Heton Places|Places of Interest]]--[[Heton Groups|Groups]]--[[Heton History|History]] ___________________________ Back to [[West Faladon Important Sites|Important Sites]]

  • Baydon

    Hamlet pop 312 [[Baydon Map|Map]]--[[Baydon Stats|Stats]]--[[Baydon Places|Places of Interest]]--[[Baydon Groups|Groups]]--[[Baydon History|History]] ___________________________ Back to [[West Faladon Important Sites|Important Sites]]•••[[Lake …

  • Staerdale Hold

    [[Staerdale Map|Map]]--[[Staerdale Stats|Stats]]--[[Staerdale Places|Places of Interest]]--[[Staerdale Groups|Groups]]--[[Staerdale History|History]] ___________________________ Back to [[West Faladon Important Sites|Important Sites]]

  • (fortress)

    [[Map|Map]]--[[Stats|Stats]]--[[Places|Places of Interest]]--[[Groups|Groups]]--[[History|History]] ___________________________ Back to [[Faladon Settlements|Settlements]]

  • Oakhurst Stats

    *Oakhurst* (small town): ___________________________ Conventional; AL NC; 1,000 gp limit; Assets 45,000 gp; *Population* 901; Mixed (human 79, halfling 9, elf 5, dwarf 3, gnome 2, half-elf 1, half-orc 1). *Authority Figures*: [[Mayor Vurnor Leng]], …

  • Oakhurst Map

    [[File:376412 | class=media-item-align-none | image.jpg]] [[Ol' Boar Inn]] [[Oakhurst Healer|Healer]] [[Oakhurst General Store|General Store]] [[Oakhurst Blacksmith|Blacksmith]] [[Merchant Hucrele]] [[Oakhurst Constable and Jail| …

  • Bridgeport Arcane Academy Map

    Library Bestiary Gardens Boarding Summoning Chamber Practice Range Administration Classrooms Brewery Observatory Scrying Pool Portal Room ___________________________Back to [[Bridgeport Arcane Academy|Arcane Academy]]

  • Hirelings

    "The prices on the table are for long-term retention of services; hiring someone for just a day or two might cost two or three times the indicated price." [[alchemist|Alchemist]] [[Mason-craftsperson]] [[Animal tender-groom]] [[Mercenary]] …

  • Alchemist

    *Service* 3gp/day 14gp/week 1gp/day long term One who works with chemicals. Also includes apothecaries (those who deal with drugs and medicines). If paid to create a specific item, use item prices and working times instead. *Shop* …

  • Denby Map

    [[File:378232 | class=media-item-align-none | image.jpg]] 1. [[The Three Winds Inn]] 2. [[Denler's Provisions]] 3. [[Denby Temple of Pelor]] ___________________________ Back to [[Denby]]

  • The Three Winds Inn

    |Inside, you see many tables including some large ones. On the north wall, there is a stage. All of this is overlooked by walkways and balconies above| Proprietor: [[Hagar Drumwind]] Most customers are travelers on their way to or from [[Bridgeport …

  • Hagar Drumwind

    Proprietor of [[The Three Winds Inn]] Burly, red- haired, hilarious, hard working ___________________________ Back to [[The Three Winds Inn]]

  • Denler's Provisions

    Merchant: Whedra Danler, female human Exp1 Cartwright: Belas Danler, male human Exp1 ___________________________ Back to [[Denby Map|Map]]

  • Denby Temple of Pelor

    Healer: Cale Oakenheart, male human Cl1 (healer/Pelor) ___________________________ Back to [[Denby Map|Map]]

  • Denby Stats

    *Denby* (Thorpe) Conventional; NG 40 gp limit; population 72; assets 140 gp *Authority figures*: Town Council *Important Characters*: [[Hagar Drumwind]] Male human Exp3 (proprietor of [[The Three Winds Inn]]), [[Whedra Danler]] female human Exp1 …

  • Stats

    *Pickwyck* (Large Town) ___________________________ Conventional; AL ; 3,000 gp limit; Assets 429,000 gp; *Population* 2,863; Isolated (96% gnome, 2% halfling 1%, dwarf, 1% other races ). *Authority Figures*: *Important Characters*: [[:finwizz- …

  • Webwood Quest

    [[File:369894 | class=media-item-align-none | image.jpg]] [[Enter The Dying Wizard]] [[To Webwood]] [[Webwood, Slow harvesting]] [[Smaller spiders]] [[A Race Against Time]] ___________________________ [[Webwood, Light Forest]] [[ …

  • Pursuit through Webwood

    *Complications*: 1. Tangled undergrowth. DC 9 2. Rocky upward slope DC 9 3. Webs between trees DC 9 4. Rocky Downward slope DC 13 5. Low canopy of branches DC 9 ___________________________ Back to [[Webwood Quest]]

  • Wilderness Lore

    "Wilderness Lore":http://www.dandwiki.com/wiki/SRD3e:Wilderness_Lore_Skill ___________________________ Back to [[Skills]]

  • Getting Lost

    "Getting Lost":http://www.dandwiki.com/wiki/SRD:Getting_Lost

  • Effrin's Place

    |You approach a small, run down and haphazardly built wooden shack. It looks to have about four rooms. On the porch outside, sits a white bearded old man in a rocker watching two grubby children playing in the dirt in near the porch He greets you with a …

  • The Fat Maiden

    Location: [[Bridgeport districts 2 Slums|2 Slums]] [[:effrin | Effrin]] ___________________________ Back to [[Bridgeport map|Map]]

  • Bridgeport districts 2 Slums

    |Home to the destitute, this neighborhood features a mix of shanties, hovels, and tenements in disrepair. Trash fills the streets and alleys, and the stench of offal mixed with rotting flesh and even less wholesome substances hangs heavy in the air.| …

  • Side Quests

    [[Webwood Quest]] [[The Road to Blasingdell]] [[Joining the Nightblades]] [[The Cult of Tsaag-Nalta Quest]] [[Bounty]] [[Giant Owl]] [[Harvest Poison Quest]] [[Rivals]] [[Welcome to the Neighborhood]] [[Shipment Heist Quest]] …

  • Diplomacy

    "Diplomacy":http://www.dandwiki.com/wiki/SRD:Diplomacy_Skill ___________________________ Back to [[Skills]]

  • Skills

    [[Alchemy]] (Int) [[Animal Empathy]] (Cha) [[Appraise]] (Int) [[Balance]] (Dex) [[Bluff]] (Cha) [[Climb]] (Str) [[Concentration]] (Con) [[Craft]] (Int) [[Decipher Script]] (Int) [[Diplomacy]] (Cha) [[Disable Device]] (Int) [[Disguise]] (Cha) …

  • Joining the Nightblades

    [[The Fat Maiden]] [[Effrin's Place]] ___________________________ [[Wanted Man]] [[Ship's Cargo]] [[The Ledger]] [[Can't Take it With You]] [[The Masquerade]] ___________________________ Back to [[Side Quests]]

  • Wanted Man

    Npc who owes the Guild hasn't been heard from. Last seen in village. At village: gather info/search of his home reveals his whereabouts. Meet Npc: has a problem that has prevented him from paying. Offers PC's reward if they can help fix it. …

  • Ship's Cargo

    Something needs to be checked/acquired from a ship docked in the [[Waterfront district. PC's must sneak aboard and gather what is needed without alerting mercenary guards. Alerting them is only a partial success. Killing them is a failure. A diversion …

  • The Ledger

    A recent heist on a local business (money changer?) was successful. Nothing was noticed missing, but now the guild believes the owner may notice when he tallies the numbers in his business ledger. PC's must sneak into his home and make the necessary …

  • Can't Take it With You

    30 years ago, a wealthy priest named Willmot Geddings was buried with a key. No one in his family knew what the key was for. Now one of his descendants named Alwena married a merchant named Merryn Gillamoor. He has found some of Willmot's writings that …

  • The Masquerade

    PC's must gain entry into the noble district. There they must use disguises and subterfuge to enter a masked ball in a noble's estate. Once inside, they are to slip away and perform some task for the guild ___________________________ Back to [[Joining …

  • Ettercap's tower

    |As you run headlong through the forest, you come upon an unexpected sight. The crumbling remains of a castle tower stands before you. Roughly three stories high, it adjoins two ten foot walls at the corner. The walls trail off to piles of stone after …

  • Sylvandale Map

    !http://i42.photobucket.com/albums/e317/jmocoohay/1BF822B2-D684-4E6E-ACDD-A1B49AE1EF72_zpsseorblox.jpg! !http://i42.photobucket.com/albums/e317/jmocoohay/55ED90F3-52AA-453A-9B33-6D5E3CB2E109_zps2acbegvr.jpg! Population: 5,400 gp limit: 15,000 …

  • Xen's Story

    Xen had been poking around the ruins of [[Varadinum]] seeking ancient arcane writings. He encountered zombies there and he believes that's where he contracted the plague. ___________________________ Back to [[Webwood Quest]]

  • Sylvandale History

    In ages past, Sylvandale was the site of a small Elathrial elven city. As mankind blossomed into civilization, they pushed closer from the east. The city traded with them for centuries. Alliances were made to fight wars together. During the elder wars, …

  • Ettercap's Tower 2

    [[File:381209 | class=media-item-align-none | image.jpg]] |Sunlight filters in on a still and quiet room. Stairs lead up and down on either side. There is a pile of splintered wood in the center of the floor that may have once been furniture. The …

  • Balance

    "Balance":http://www.dandwiki.com/wiki/SRD:Balance_Skill

  • Ettercap's Tower 3

    [[File:381221 | class=media-item-align-none | image.jpg]] |*Combat* EL 6 [[Ettercap]] [[Medium Monstrous Spider]] x2| |*After the battle:*This room's walls are coated in webbing. The stairway continues up to what must be the tower's roof. A stone …

  • Ettercap's Tower 1

    [[File:381227 | class=media-item-align-none | image.jpg]] |This windowless level is thick with the scent of must and mold. The stones of the floor glimmer with moisture. A layer of webs cover the space where the walls meet the floor. Within it, you …

  • Zircon

    "Zircon":http://www.gia.edu/cs/Satellite?blobcol=gfile&blobheader=image%2Fjpeg&blobkey=id&blobtable=GIA_MediaFile&blobwhere=1355958436172&ssbinary=true

  • The Weeping Plague

    +*Infection*+ (% is cumulative) +Airborne+ within 5 ft. of infected person 30% chance Fort (DC 12) +Contact+ 20% chance Fort (DC 12) +Wound+ Fort (DC 16) (must save for each wound suffered) *+Incubation Period+* 1d3 days *+ …

  • Elven and Dwarven Lands

    [[File:381995 | class=media-item-align-none | image.jpg]] %{color:green}Elven Lands% %{color:green}1%[[Elathiril]] %{color:green}2% [[Tehthomir]] %{color:green}3% [[Arevren]] %{color:green}4% [[Xalossae]] %{color:black}Dwarven Lands ( …

  • Elven Lands

    [[File:381995 | class=media-item-align-none | image.jpg]] %{color:green}Elven Lands% %{color:green}1%[[Elathiril]] %{color:green}2% [[Tehthomir]] %{color:green}3% [[Arevren]] %{color:green}4% [[Xalossae]] %{color:yellow}Fallen Elven …

  • Dwarven Lands

    [[File:381995 | class=media-item-align-none | image.jpg]] Thonbadur, Bardaruhm, Dholwuhrum, Khalgarohm, Khondorul, Barboldahr, Belbadur, Bhar Molduhr, Harboldahr, Damdarul, Dorneldur %{color:gray}1.% [[Dorneldur]] Thanes, Turim %{color:gray}2.% …

  • Palette

    [[Master Flowchart]] *Dungeon* *Town* *Travel* *Rest* *Battle* [[Improv Lists]] [[Random Generators]] [[Current Locations]] [[Current Developments]] [[Encounter Calculator]] [[Scroll Price Calculator]] [[Wiki]] …

  • Ettercap's Tower 4

    |The roof is a round and stone with crenellations. You can see a good ways from up here as the tower juts up above the treetops below. Between the green layer of treetops wherever there's a gap you see a layer of web and you can make out dark forms moving …

  • Old Order History

    Before the Sembrians brought the worship of Sol, before the majestic cathedrals of Axion, before there were many cities dotting the land, most of the people of Avralor saidtheir prayers to Eone. Hunters gave thanks to the god of nature after they killed …

  • The Old Order

    [[Old Order History|History]] *Motives* *Structure* *Scale* *Affiliation Score Criteria* |_.Criterion|_.Affiliation Score Mod| ||| ||| |_.Affiliation Score|_.Title: Benefits and Duties| ||| ||| ___________________________ …

  • Ol' Boar Inn

    Proprietor: [[Garon]] Frequented by the most important members of the community, as well as prominent farmers and cattle herders in Oakhurst to trade their goods.

  • Escape tunnel

    [[File:385257 | class=media-item-align-none | image.jpg]] ___________________________ Back to [[Webwood Quest]]

  • Betony

    "Betony":https://www.prairiegodmothers.com/wp-content/uploads/2013/04/lg-stachys-hummelo-404x404.jpg

  • Cosmology

    [[Standard Pantheon]] [[Religion]] [[Mythos]] [[Planes]] [[Calendar]] __________________________________________________ Back to [[Aerth]]

  • Ebarus

    *Titles* *Home Plain* *Power Level* *Alignment* *Portfolio* *Domains* *Symbol* *Description* *Realm* *Dogma* *Scripture* *Clergy* *Rituals* *Holy Days* __________________________________________________ Back to …

  • Aos

    The Allfather God of the gods. Supreme being second only to [[Chaos]] itself. Worshipped by Giants __________________________________________________ Back to [[Outer Gods]]

  • Bawn

    !https://precutapplique.com/254/laser-cut-silhouette-black-bear-walking.jpg! *Titles* *Home Plain* *Power Level* *Alignment* *Portfolio* Athletics, Sports, Brawling, Strength, Courage *Domains* Chaos, Good, Luck, Strength (Plus …

  • Communities

    [[File:385895 | class=media-item-align-none | image.jpg]] [[City]] [[Small Communities]] [[Dwarven Cities]] ___________________________ Back to [[Creation]]

  • City

    [[File:385883 | class=media-item-align-none | image.jpg]] [[File:385885 | class=media-item-align-none | image.jpg]] "District to Actual Building Types":https://www.dropbox.com/s/nm6ajtm8k2exxwp/Workbook3.xlsx?dl=0 [[Size]] [[Districts]] …

  • Building and Business Descriptions

    BUILDING AND BUSINESS DESCRIPTIONS The entries in this section make frequent references to concepts such as “fine lodging” or “exotic trade.” Examples and defini- tions of each are provided here. [[Important Buildings]] *[[Temples]]*:*Church, …

  • Size

    [[Small City]] [[Large City]] [[Metropolis]]

  • Districts

    Low population [[Civic district]] [[Civic district, ruined]] [[Elf neighborhood]] [[Embassy district]] [[Finance district]] [[Fine shops]] [[Lords keep]] [[Lords keep, vacant]] [[Magic district]] [[Noble estates]] [[Park …

  • Civic District

    Civic District The day-to-day business of governing the city is carried out from the offices in this district, which is usually dominated by one massive government building. Buildings: Council hall, bureaucratic offices, monument/memorial, guardpost, …

  • Seth

    [[Seth Map|Map]]--[[Seth Stats|Stats]]--[[Seth Groups|Groups]]--[[Seth History|History]] ___________________________ Back to [[West Faladon Important Sites|Important Sites]]

  • Seth Map

    [[File:387488 | class=media-item-align-none | image.jpg]] 1.[[Wellesby Manor]] 2.[[Seth Temple of Axion]] 3.[[Seth Town Hall|Town Hall]] 4.[[Merry Mug Inn]] 5.[[Lockner's General Store]] 6.[[Seth Constable|Constable]] 7.[[Aldenmir's …

  • Gather Info

    +Beggars+ +Commoners+ Laborers Farmers Cattle Herders Thugs +Middle Class+ Merchants Craftsmen Slumlords Clergy Shopkeepers Soldiers +Upper Class+ Merchants Shopkeepers …

  • The Cult of Tsaag-Nalta

    [[The Cult of Tsaag-Nalta Background]] [[The Cult of Tsaag-Nalta Locations]] [[COTN Artifacts]] [[Tsaag-Nalta]] [[The Cult of Tsaag-Nalta Important Characters]] [[COTN Encounters]] [[COTN Cultists]] [[COTN Powers]] [[COTN Creatures …

  • Civic district

    Civic District |First Impression: Robed bureaucrats scurry from appointment to appointment, and nobles travel with their retinues. The main building is a stately structure with plenty of statuary and inscriptions.| The day-to-day business of …

  • Civic district, ruined

    Civic District, Ruined |The crumbling edifice that dominates the streetscape once housed the power center in this city. The surrounding businesses have also fallen on hard times.| This district is like the one above, except that the rulers of the …

  • Elf neighborhood

    Elf Neighborhood This district, found only in cities dominated by nonelf races, is where many elves choose to live. Buildings: Temple (Corellon Larethian), druidic site, upscale lodging, upscale food (4), exotic trades (3), upscale trades (15), …

  • Embassy district

    Embassy District Usually found only in a capital city, an embassy district houses ambassadors, diplomats, and their staffs. Buildings: Embassies (7), diplomatic residences (15), upscale lodging (9), upscale food (12), exotic trades (5), upscale …

  • Finance district

    Finance District Banks and merchant-houses tend to congregate here because much of their business is with each other. Buildings: Banks (2), moneychangers (7), temple (Fharlanghn, upscale food (10), exotic trades (5), upscale trades (25), upscale …

  • Fine shops

    Fine Shops Shopping districts such as this one often feature store- fronts of interest to adventurers. The city’s best armor- ers, weaponsmiths, sages, and magic-dealers offer their services here. Buildings: Upscale lodging (4), upscale food (6), …

  • Lords keep

    *Lord’s Keep* |Pennants in the city’s colors flutter over the castle, and guards eye the street from their watchtowers above. Soldiers drill in the courtyard beyond the open drawbridge.| A fortress, usually the castle where the city’s ruler lives, …

  • Lords keep, vacant

    Lord’s Keep, Vacant This district is similar to the one above, except that no one is living in the fortress. Perhaps the lord is on a cru- sade, or maybe a more mysterious fate has befallen the city’s ruler. Buildings: Manor house, servants’ quarters …

  • Magic district

    |Continual flames illuminate the streets, and entertaining, artistic illusions decorate some of the buildings. The berobed citizens frequently display flashy magic—typically glamers. Useful magic items abound.| Many cities segregate users of magic into …

  • Noble estates

    *Noble Estates* |This district is quieter and cleaner than the rest of the city. Servants scurry about on their errands, and nobles travel by carriage to call on their genteel counterparts.| The wealthy, highborn residents of the city live in …

  • Park district

    *Park District* |Clusters of trees, landscaped flowerbeds, and lawns of trimmed grass dominate the landscape. The air smells fresher here than it does elsewhere in the city.| For those who love the outdoors, this district provides a respite from the …

  • University

    University The colleges in this district teach everything from Knowledge and Profession skills to the secrets of divine and arcane magic. Adventurers can find esoteric lore and answers to obscure riddles here. Buildings: University buildings, …

  • Wealthy residential

    Wealthy Residential These residences belong to successful merchants and high-level bureaucrats in political or religious organizations. Buildings: Upscale residences (60), average resi- dences (10). First Impression: Well-appointed buildings line …

  • Average residential

    *Average Residential* |Children play in the streets of this district, and the younger ones are often chased by older siblings. Neat rows of houses line the thoroughfares.| Shopkeepers, artisans, and other skilled workers dwell in these modest …

  • Dwarf neighborhood

    Dwarf Neighborhood Because clan and family are important to dwarven cul- ture, many dwarves who live in cities dominated by other races tend to congregate in their own neighborhoods. Buildings: Temple (Moradin), average lodging (2), upscale food, …

  • Garrison

    *Garrison* |Some soldiers march to and fro in groups, while others stand at attention, and still others drill for combat. Shouted commands and marching songs fill the air.| This district is essentially a military encampment. The soldiers who dwell …

  • Gnome neighborhood

    Gnome Neighborhood Gnomes find comfort in buildings sized for them, so this district features architecture that humans and other Medium races would find cramped. Buildings: Temple (Garl Glittergold), upscale lodging (1), average lodging (4), upscale …

  • Guildhall district

    *Guildhall District* |Each of the massive guildhalls in this district is emblazoned with a symbol representative of its craft, such as a massive hammer and anvil for the blacksmith’s guild, and a welcoming sign in every known tongue for the Scribe’s …

  • Guildhall district, former

    Guildhall District, Former For some reason, the guilds have moved out of this dis- trict, but commercial interests still dominate its streets. Buildings: Vacant guild halls (3), average lodging (5), average food (10), upscale trades (5), average …

  • Halfling encampment

    Halfling Encampment Halflings tend to be more nomadic than most other races. Even when a group of them settles in a city, their neighborhood looks more like a camp than a proper district. Buildings: Council hall, temple (Yondalla), shrine, average …

  • Marketplace

    |This district is awash in colorful signs and tents. The shouts of barkers rise above the noise of shoppers, and a dozen scents—everything from sweet perfumes to sizzling meats—fill the air.| Most of the residents from surrounding districts come to …

  • Professionals

    *Professionals* |This district features row upon row of quiet shops and offices. Their signs advertise everything from translation services to wilderness guides to architectural design.| This district is home to a variety of specialists the PCs …

  • Shops

    *Shops* |Well-guarded nobles saunter from shop to shop, seemingly oblivious to the more ordinary citizens who rush by with their arms full of packages.| A few businesses in this district cater to the well-to-do, but most serve the city’s middle and …

  • Temple district

    Temple District The center of the city’s religious life, the temple district is where established faiths vie for worshipers. PCs can often find healing and other clerical magic here. Buildings: Temples/shrines (any 6), upscale lodging (1), average …

  • Adventurers quarter

    Adventurer’s Quarter This district has a little bit of everything, but it’s gener- ally a pretty seedy place. No “respectable” resident would think of coming here. Buildings: Temples (Olidammara and any 3 others), average lodging (5), poor lodging ( …

  • Anglers wharf

    |The smell of fish hangs heavily in the air here, mingled with the tang of saltwater and sea air. Rough-looking sailors lurch from ship to pier to tavern.| Those who fish for a living have a district of their own, if for no other reason than to keep …

  • Apartment homes

    Apartment Homes This unremarkable district consists of nothing but unremarkable residences. Thus, it is an excellent hiding place for those who are skilled at blending in. Buildings: Average residences (10), poor resi- dences (55). First Impression: …

  • Caravan district

    Caravan District Districts such as this one are common in cities that rely on overland caravans rather than sea transport for their imports and exports. Merchants and other foreigners are welcomed here but usually discouraged from spending time in …

  • Goblinoid ghetto

    Goblinoid Ghetto If a city allows goblinoid residents at all, its other inhabitants usually prefer to keep them at arm’s length. The goblinoids who live here eke out a squalid exis- tence, taking on jobs that no other city resident will accept. …

  • Inn district

    *Inn District* |Music and laughter wafts from the open doors of half a dozen inns and commonhouses. Each offers the promise of food, drink, dancing, or perhaps even more exotic diversions.| Inns are scattered across most cities, but sometimes a …

  • Red light district

    Red-Light District Notorious for the prostitution, narcotics, and other black-market businesses that thrive here, a red-light district tends to attract adventurers like flies. Buildings: Temple (Olidammara), average lodg- ing (2), poor lodging (17), …

  • Shantytown

    |Lean-tos, smoky fires, and makeshift hovels crowd in among the debris and rubble of the dirty, destitute streets.| Many of the structures in this district seem to be in imminent danger of collapsing on their residents. The poorest of the poor live …

  • Slave quarter

    Slave Quarter Slaves merit slightly better huts than those who live in a shantytown, if only because their masters care about their welfare to some small degree. Districts such as this are rare, since good-aligned societies find slavery abhorrent. …

  • Slum

    *Slum* |Home to the destitute, this neighborhood features a mix of shanties, hovels, and tenements in disrepair. Trash fills the streets and alleys, and the stench of offal mixed with rotting flesh and even less wholesome substances hangs heavy in the …

  • Tannery district

    Tannery District Tanneries—businesses that turn animal hides into leather—are typically in lower-class neighborhoods simply because they smell unbelievably bad. No one who can afford to do otherwise lives near a tannery. Buildings: Temple (any, …

  • Tavern district

    *Tavern District* |By night, inebriated revelers stumble forth into the crowded streets from literally dozens of taverns. By day, this district is a virtual ghost town, with only cleanup crews, delivery personnel, and the occasional determined drunk …

  • Tenement district

    Tenement District This district is similar to a slum, but without any nearby businesses to support its poverty-stricken popu- lace. This district must be placed close to one in which even the desperately poor can acquire staples. Buildings: Poor …

  • Theater district

    *Theater District* Theaters tend to spring up in lower-class neighborhoods because rent is cheaper there. Drama patrons rarely linger for long, although nearby pubs and shops entice some to stay and celebrate a fine performance. This district can …

  • Undercity

    Undercity This district, typically situated underneath the city’s streets, is a combination of a dungeon and a neighbor- hood. The residents of the city may or may not be aware of the undercity’s existence. Buildings: Dungeons of at least 10 rooms ( …

  • Warehouse district

    *Warehouse District* |The massive warehouses that give this district its name dominate the landscape. The streets are devoid of life except for the occasional delivery wagon and the guards who stand watch at some warehouse doors.| Adventurers who …

  • Waterfront district

    *Waterfront District* |Most of the traffic here consists of sailors in search of liquor or entertainment. Bars, flophouses, and small shops—many of which don’t bother to advertise the nature of their business— line the street.| Visitors who arrive …

  • Remnant neighborhood

    Remnant Neighborhood This district is the last vestige of an older culture that has been largely supplanted by the city’s current residents. Buildings: Temple (any 1, especially to an unusual deity), upscale trade, upscale residences (5), vacant …

  • Immigrant enclave

    Immigrant Enclave This district houses well-heeled representatives of another culture, such as wizards from a far-off land or planetouched pioneers from another dimension. Buildings: Temple (any 1, especially to an unusual deity), magic item dealer, …

  • Necropolis

    *Necropolis* |This district is quiet and orderly. Rows of tombstones and crypts stand silent guard over the dead.| This massive graveyard has few or no residents other than the undead creatures that may lurk among the tombstones and crypts. * …

  • Boat town

    Boat Town This district is completely afloat. The residents live in houseboats and do their shopping at other boats. Even longtime residents of a boat town must relearn their way around the neighborhood if they leave for a time, since it constantly …

  • Coliseum, Arena

    Coliseum/Arena District A massive arena dominates this neighborhood. Its exis- tence leaves little space for actual residents. Buildings: Coliseum/arena/hippodrome, associ- ated buildings (gladiators’ barracks, stables, and the like) (3), temple ( …

  • Prison

    Prison District An immense, forbidding-looking fortress dominates this district. Because inmates are typically kept in small cells, a prison district often has a very high population. Buildings: Prison building, guards’ barracks. First Impression: …

  • Lodging

    Good Average Poor 1[[almshouse]], 2[[boarding house]], 3[[hostel]], 4[[inn]]. Lodging ranges from good to poor (PH 129); in upper-class districts, fine lodging is available. ___________________________ Back to [[Building and Business Descriptions …

  • Food

    [[club]], [[eatery]], [[restaurant]], [[tavern]]. Food ranges from good to poor (PH 129); in upper-class districts, fine food is available. ___________________________ Back to [[Building and Business Descriptions]]

  • Trades (Exotic)

    1[[Alchemist]], 2art dealer, 3calligrapher, 4costume shop, 5imported goods, 6[[Magic Armor Dealer]], 7[[Magic Item Dealer (General)]], 8[[Magic Weapon Dealer]], 9[[Pet Store]], 10[[Potion Dealer]], 11rare wood merchant, 12[[Scroll Merchant]], 13soap maker …

  • alchemist

    *Service* 3gp/day 14gp/week 1gp/day long term One who works with chemicals. Also includes apothecaries (those who deal with drugs and medicines). If paid to create a specific item, use item prices and working times instead. *Shop* |_ …

  • Trades (Fine)

    1[[Antique dealer]], 2[[bookbinder]], 3[[bookseller]], 4[[candy maker]], 5[[clockmaker]], 6[[cosmetics dealer]], 7[[curio dealer]], 8[[dice maker]], 9[[distiller]], 10[[fine clothier]], 11[[gemcutter]], 12[[glassblower]], 13[[glazier]], 14[[goldsmith]], …

  • Trades (Average)

    [[armorer]], baker, bazaar, [[blacksmith]], [[bowyer]], brewer, butcher, carpenter, carpet maker, [[cartwright]], chandler, cheesemaker, cobbler, cooper, coppersmith, dairy, [[fletcher]], florist, furniture builder, furrier, grocer, haberdasher, [[ …

  • Sylvandale Warehouse District

    |The massive warehouses that give this district its name dominate the landscape. The streets are devoid of life except for the occasional delivery wagon and the guards who stand watch at some warehouse doors.| Misc. buildings: [[warehouse]] (30) …

  • Sylvandale Civic District

    [[Civic District]] |Robed bureaucrats scurry from appointment to appointment, and nobles travel with their retinues. The main building is a stately structure with plenty of statuary and inscriptions.| Gp limit: 15,000 !http://i42.photobucket. …

  • Sylvandale Noble Estates

    |This district is quieter and cleaner than the rest of the city. Servants scurry about on their errands, and nobles travel by carriage to call on their genteel counterparts.| [[Mareven Estates]] ___________________________ Back to [[Sylvandale …

  • Sylvandale Average Residential

    |Children play in the streets of this district, and the younger ones are often chased by older siblings. Neat rows of houses line the thor- oughfares.| ___________________________ Back to [[Sylvandale Map]]

  • Sylvandale Slums

    |Home to the destitute, this neighborhood features a mix of shanties, hovels, and tenements in disrepair. Trash fills the streets and alleys, and the stench of offal mixed with rotting flesh and even less wholesome substances hangs heavy in the air.| …

  • Sylvandale Guildhall District

    |Each of the massive guild- halls in this district is emblazoned with a symbol repre- sentative of its craft, such as a massive hammer and anvil for the blacksmith’s guild, and a welcoming sign in every known tongue for the Scribe’s Union.| Lodging …

  • Sylvandale Marketplace

    |This district is awash in col- orful signs and tents. The shouts of barkers rise above the noise of shoppers, and a dozen scents—everything from sweet perfumes to sizzling meats—fill the air.| [[Victim 3 Lideni Kithleigh]] [[temples]]: [[ …

  • Sylvandale Wealthy Residential

    |Well-appointed buildings line the quiet streets of this district. Servants or guards are posted at many of the front doors.| [[The Red Lion Inn]] [[PC Home]] [[Bexley Estate]] [[Leerstrom Estate]] ___________________________ Back to [[ …

  • Sylvandale Lord's Keep

    |Pennants in the city’s colors flutter over the castle, and guards eye the street from their watchtowers above. Soldiers drill in the courtyard beyond the open drawbridge.| [[temples]]: [[Sylvandale Chapel of Kord|Chapel of Kord]] [[trades ( …

  • Sylvandale Tannery District

    |The acrid smell of tanning hides would reveal the nature of this district even to a blindfolded person. A cluster of small, dingy shops caters to the unfortunate denizens of this nauseating district.| [[temples]] 1.[[Sylvandale Shrine of Bralm|Shrine …

  • Sylvandale Shantytown

    |Lean-tos, smoky fires, and makeshift hovels crowd in among the debris and rubble of the dirty, destitute streets.| ___________________________ Back to [[Sylvandale Map|Map]]

  • The Age of Dreams

    The first known races were men, elves, dwarves, and giants. Some say the first humanoid races came from a union of outsiders with the fey of the forests. Some say they descended from the titans through some strange union or evolution. Some say they …

  • The Age of Empires

    A [[ Jokulsa | kingdom of ogres from the north]] begins to enslave the other monstrous races and invade the lands south of them. Many men are taken as slaves. The elves, seeking to undermine this growing power, give men the knowledge necessary to lead a …

  • The Age of Swords

    As the plague lifts, The monstrous races and barbarian hordes are beaten back enough to allow some stability to return to the lands of men. Large trade networks once again open up. Churches and schools of magic rise up again, though their power is …

  • 900 Present

    _________________________________________________________________________________________________ Back to [[History]]

  • Wiki Creatures

    1 [[1st-Level Astral Construct]] 2 [[2nd-Level Astral Construct]] 3 [[3rd-Level Astral Construct]] 4 [[4th-Level Astral Construct]] 5 [[5th-Level Astral Construct]] 6 [[6th-Level Astral Construct]] 7 [[7th-Level Astral Construct …

  • Things to do in a Tavern

    Depending on the tavern, not every activity discussed below will be available (or welcome to the patrons). In upper-class “social clubs,” for example, walking from table to table seeking arm-wrestling matches will get you nothing more than snorts of …

  • Getting Drunk

    In D&D, social drinking has no adverse conse- quences. Inebriation matters only when PCs are actively trying to achieve that state, perhaps as part of a drinking game. Thus, these rules are intentionally simple (and far kinder than real life). A PC …

  • Games

    As many bar games exist as bars. Regardless of the game, using magic to influence the outcome is seen as cheating. *[[Games of Skill]]* *[[Feats of Accuracy]]* *[[Feats of Strength]]* *[[Games of Chance]]* *[[Drinking Games]]* …

  • Games of Skill

    In some taverns, a card game known as Three- Dragon Ante is popular. Others use chesslike boardgames to test players’ prowess. To determine the winner of a game of skill, choose the most relevant skill for the main check. For many card games, it’s …

  • Feats of Accuracy

    Throwing darts is the archetypical tavern game of accuracy. Participants make ranged touch attacks to hit the target; tavern darts are similar enough to weapons that Weapon Focus (dart) and other relevant feats apply. Because a dartboard is …

  • Feats of Strength

    An arm-wrestling match is the usual contest of strength in a tavern. Contestants make opposed Strength checks until one wins twice in a row. A contestant who is one size category larger than his opponent earns a +4 bonus on the Strength check. …

  • Games of Chance

    Some dice and card games are strictly a matter of chance, as are some casino-style games such as roulette. You’ve got a pile of dice behind your DM screen, so games of chance should be easy to adjudicate. ___________________________ Homebrew [[Dice …

  • Drinking Games

    Most drinking games are simply tests to see who remains conscious the longest, with all participants drink- ing at the same (frequent) intervals. Resolve such contests with the Getting Drunk rules above. Sometimes other games have a drinking game …

  • Performing

    An evening’s work is needed to earn money by singing or playing at a tavern (PH 79)—if you can get the gig. If someone else is already performing at the tavern, then the PC must convince the bandleader or solo performer (initial at- titude …

  • Picking Pockets

    A successful DC 20 Sleight of Hand check is sufficient to separate a tavern patron from a coin purse, and a successful DC 25 check can garner a thief some jewelry. The typical taverngoer has a Spot bonus of +1 to notice the theft (as- suming he is …

  • Picking a Fight

    Picking a Fight: The tavern brawl is a staple of many D&D adventures—a chance for PCs to fight in a less deadly way. Intimidation: Most bar fights start not with a thrown punch but a thrown insult. To taunt a bar patron, make an Intimidate check …

  • Making Friends

    Making Friends: Little harm should result from friendly en- counters at the tavern, for PCs that want them. Most tavern patrons have an initial indifferent attitude, although those in the worst dives and the most exclusive social clubs start as un- …

  • tavern

    [[Things to do in a Tavern]] ___________________________ Back to [[Food]]

  • food

    1[[club]], 2[[eatery]], 3[[restaurant]], 4[[tavern]]. Food ranges from good to poor (PH 129); in upper-class districts, fine food is available. ___________________________ Back to [[Building and Business Descriptions]]

  • temple

    [[File:390494 | class=media-item-align-none | image.jpg]] [[File:390495 | class=media-item-align-none | image.jpg]] [[Spellcasting Services]] [[church]] [[cathedral]] [[roadside altar]] [[shrine]] (Temples note representative …

  • West Faladon

    [[West Faladon Geography|Geography]] [[West Faladon History|History]] ___________________________ Back to [[Faladon]]

  • West Faladon Geography

    !http://i42.photobucket.com/albums/e317/jmocoohay/6F1185E3-1203-4B66-A7E3-8BF5CBCCFF1A_zpstsa6at3n.jpg! [[File:390853 | class=media-item-align-none | image.jpg]] Climate: Temperate Terrain: hills, plains, mountains, forest, swamp, aquatic, …

  • West Faladon Groups

    [[West Faladon Monarchy|The Monarchy]] ___________________________ [[High Merchant Guild]] [[Knights of Avralor]] [[Nightblades]] [[The Old Order]] [[Bailarines de Sombra]] [[Arcane Academy]] [[The Os Pythones]] [[The Church of …

  • East Faladon

    [[East Faladon History|History]] [[East Faladon Geography|Geography ]] [[East Faladon Groups|Groups]] ___________________________ Back to [[Faladon]]

  • East Faladon Geography

    !http://i42.photobucket.com/albums/e317/jmocoohay/1B50E2FF-A50B-4257-B867-05C1CBF4C2EE_zpsedlh9dwr.jpg! [[East Faladon Settlements|Settlements]] [[East Faladon Roads|Roads]] [[East Faladon Notable Areas|Notable Areas]] [[East Faladon …

  • East Faladon Settlements

    !http://i42.photobucket.com/albums/e317/jmocoohay/1B50E2FF-A50B-4257-B867-05C1CBF4C2EE_zpsedlh9dwr.jpg! "East Faladon Map":https://mark-1.obsidianportal.com/maps/63628 1. [[Remfry]] 2. [[Rees]] 3. [[Pembry]] 4. [[]] 5. [[Dinafon]] 6. …

  • Varadinum

    !http://i42.photobucket.com/albums/e317/jmocoohay/4AC1E544-E852-4648-AEDB-D26EC5AFD4A9_zps3emwnxih.jpg! 0. [[Varadinum Approach]] 1. [[Varadinum Lamias Gate]] 2. [[Varadinum Tomb Circle]] 3. [[Varadinum Lower District]] 4. [[Varadinum Temple of Sol …

  • Essential Arcana

    |The shop is a two-storey timber and brick building, with a smooth stone floor. The air is filled with the scent of ancient tomes and scrolls.| Gp limit: 15,000 *Scrolls* |_.Sp Lev/Cst Lev|_.Spell |_.Price (gp)| |1/1|[[Ray of Enfeeblement]]|25 …

  • Spells

    Class Spell Lists [[Bard Spell List]] [[Cleric Spell List]] [[Cure Spells, Inflict Spells]] [[Cleric Domains]] [[Druid Spell List]] [[Paladin Spell List]] [[Ranger Spell List]] [[Sorcerer-Wizard Spell List]] [[Assassin Spell List]] [[ …

  • Spellcasting Services

    "spell cost calculator":http://yasa.nycmongol.com/spellcost.html [[File:391837 | class=media-item-align-none | image.jpg]] Spell: The indicated amount is how much it costs to get a spell- caster to cast a spell for you. This cost assumes that you …

  • Sylvandale Stats

    *Authority Figures*: [[:lord-jorl-brodyn | Lord Jorl Brodyn]] [[:constable-herrick-mance | Constable Herrick Mance]] *Important Characters*: [[Sylvandale Classes|Classes]] [[Sylvandale Building Types Per District|Building Types …

  • Templates

    [[Geography Templates]] [[Table Templates]]

  • Highest Level Local Template

    | |1|2|3|4|5|6|7|8|9|10|11|12|13|14|15|16|17|18|19|20| |adept|1|2|3|4|5|6|7|8|9|10|11|12|13|14|15|16|17|18|19|20| |aristocrat|1|2|3|4|5|6|7|8|9|10|11|12|13|14|15|16|17|18|19|20| |bard|1|2|3|4|5|6|7|8|9|10|11|12|13|14|15|16|17|18|19|20| |cleric|1|2|3|4 …

  • Sylvandale Classes

    "Spreadsheet":https://www.dropbox.com/s/7stbkgc2vaerof4/Highest%20Level%20Classes%20Sylvandale.xlsx?dl=0

  • Sylvandale Buildings

    |_.type|_.total|_.div by # of types|_.total of each type| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| |||||

  • Total Building Type Template

    |_.type|_.total|_.div by # of types|_.total of each type| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| |||||

  • Table Template 4x12

    |_.|_.|_.|_.| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| |||||

  • Building Types Per District Table

    ||_.[[temples]]|_.[[food]]|_.[[lodging, poor]]|_.[[lodging, average]]|_.[[lodging, fine]]|_.[[trades, poor]]|_.[[trades, average]]|_.[[trades, fine]]|_.[[trades, exotic]]|_.[[services, poor]]|_.[[services, average]]|_.[[services, fine]]|_.[[residences, …

  • Sylvandale Building Types Per District

    ||_.[[temples]]|_.[[food]]|_.[[lodging, poor]]|_.[[lodging, average]]|_.[[lodging, fine]]|_.[[trades, poor]]|_.[[trades, average]]|_.[[trades, fine]]|_.[[trades, exotic]]|_.[[services, poor]]|_.[[services, average]]|_.[[services, fine]]|_.[[residences, …

  • shrine

    "wikipedia":http://en.m.wikipedia.org/wiki/Shrine ___________________________ Back to [[temple]]

  • Standard Pantheon

    [[Boccob]] [[Corellon Larethian]] [[Ehlonna]] [[Erythnul]] [[Garl Glittergold]] [[Gruumsh]] [[Heironeous]] [[Hextor]] [[Kord]] [[Moradin]] [[Nerull]] [[Olidammara]] [[Pelor]] [[Saint Cuthbert]] [[Vecna]] [[ …

  • Ehlonna

    Ehlonna *Title(s)* Ehlonna of the Forests *Home plane* Wilderness of the Beastlands (formerly Prime Material Plane *Power level* Intermediate *Alignment* Neutral Good *Portfolio* Forests, Woodlands, Flora, Fauna, Fertility *Domains* Animal, Celerity …

  • Boccob

    Title(s) The Uncaring, the Lord of All Magic, the Archimage of the Gods, the Archmage of the Deities Home plane Concordant Domain of the Outlands Power level Greater Alignment True Neutral Portfolio Magic, arcane knowledge, balance, foresight Domains …

  • Corellon Larethian

    'Title(s) Creator of the Elves, the Protector, First of the Seldarine, Protector and Preserver of Life, Ruler of All Elves, Coronal of Arvandor Home plane Olympian Glades of Arborea (2e-3.5e)/Arvandor, the Verdant Isles (4e) Power level Greater …

  • Erythnul

    Title The Many Home plane Windswept Depths of Pandemonium Power level Intermediate Alignment Chaotic Evil Portfolio Hate, Envy, Malice, Panic, Ugliness, Slaughter Domains Chaos, Destruction, Evil, Trickery, War Symbol A red blood drop, or a bestial …

  • Garl Glittergold

    Title(s). The Joker, the Watchful Protector, the Priceless Gem, the Sparkling Wit Home plane Twin Paradises of Bytopia Power level Greater Alignment Neutral Good Portfolio Protection, humor, trickery, gemcutting, smithing Domains Community, Craft, …

  • Gruumsh

    Title(s) One-Eye, He Who Never Sleeps, the One-Eyed God, He Who Watches Home plane Infernal Battlefield of Acheron, Nishrek (Forgotten Realms), Chernoggar, the Iron Fortress (4th edition) Power level Greater Alignment Chaotic Evil Portfolio Orcs, …

  • Heironeous

    Title(s) The Archpaladin, the Invincible, the Valorous Knight Home plane Seven Mounting Heavens of Celestia Power level Intermediate Alignment Lawful Good Portfolio Chivalry, Justice, Honor, War, Daring, Valor Domains Glory, Good, Inquisition, Law, …

  • Hextor

    Title. The Herald of Hell, Scourge of Battle, Champion of Evil Home plane Infernal Battlefield of Acheron Power level Intermediate Alignment Lawful Evil Portfolio War, Discord, Massacres, Conflict, Fitness, Tyranny Domains Destruction, Domination, …

  • Kord

    Title(s) The Brawler Home plane Heroic Domains of Ysgard (2nd and 3rd editions), Celestia, the Radiant Throne (4th edition) Power level Intermediate Alignment Chaotic Good Portfolio Athletics, Sports, Brawling, Strength, Courage Domains Chaos, Good, Luck, …

  • Moradin

    Title(s) Soul Forger, Dwarffather, the All-Father, the Creator Home plane Dwarfhome (Forgotten Realms)/Celestia, the Radiant Throne (4th edition) Power level Greater Alignment Lawful Good Portfolio Dwarves, creation, smithing, protection, metalcraft, …

  • Nerull

    Title(s) The Reaper, the Foe of All Good, the Hater of Life, the Bringer of Darkness Home plane Tarterian Depths of Carceri Power level Greater Alignment Neutral Evil Portfolio Death, Darkness, Murder, the Underworld Domains Death, Evil, Pestilence …

  • Olidammara

    Title(s) The Laughing Rogue Home plane Heroic Domains of Ysgard Power level Intermediate Alignment Chaotic Neutral Portfolio Music, Revels, Wine, Rogues, Humor, Tricks Domains Chaos, Luck, Trickery Superior none Symbol Laughing Mask, the kantele, …

  • Pelor

    Title(s) The Sun Father, the Shining One Home plane Blessed Fields of Elysium (2e-3.5e)/Hestavar, the Bright City (4e) Power level Greater Alignment Neutral Good Portfolio Sun, Light, Strength, Healing Domains Good, Healing, Strength, Sun, Travel …

  • Saint Cuthbert

    Title(s) St Cuthbert of the Cudgel Home plane Peaceable Kingdoms of Arcadia Power level Intermediate Alignment Lawful Neutral (Lawful Good) Portfolio Common Sense, Wisdom, Zeal, Honesty, Truth, Discipline Domains Destruction, Domination, Law, …

  • Vecna

    Title(s) The Arch-Lich, the Chained God, the Maimed God, Master of the Spider Throne, the Whispered One, the Dying King, the Lord of the Rotted Tower, the Undying King Home plane Prime Material (Oerth) Power level Lesser Alignment Neutral Evil …

  • Wee Jas

    Wee Jas Title(s) The Ruby Sorceress, the Dark-Eyed Lady, the Witch Goddess, the Stern Lady, the Taker, the Lady of Book and Bone, Death's Guardian Home plane Infernal Battlefield of Acheron/Tintibulus/Patterned Web; Acheron/Ocanthus/Cabal Macabre Power …

  • Yondalla

    Title(s) The Protector and Provider, the Nurturing Matriarch, the Blessed One Home plane Seven Mounting Heavens of Celestia Power level Greater Alignment Chaotic Neutral / Lawful Good Portfolio Protection, fertility Domains Family, Good, Halfling, …

  • Sylvandale Shipwright District

    | This district is where the logs from the forest are made into lumber for export. Rough looking men go about the business of pulling them in from the river where they have been floated from the logging camps upriver. Sawmills of various sizes dot the …

  • Geshtai

    *Lesser Goddess (Neutral)* Depicted as a young woman with a clay water jug, Geshtai is revered by farmers who rely on irrigation and river-travelers of all alignments. When rains swell a river to overflowing, almost everyone living on the riverbank …

  • Sylvandale Places of Interest

    [[Sylvandale Temples|Temples]] [[Sylvandale Food|Food]] [[Sylvandale Lodging|Lodging]] [[Sylvandale Trades (Exotic)|Trades (Exotic)]] [[Sylvandale Trades (Fine)|Trades (Fine)]] [[Sylvandale Trades (Average)|Trades (Average)]] …

  • Sylvandale Temples

    ___________________________ Back to [[Sylvandale]] [[Sylvandale Cathedral of Pelor|Cathedral of Eternal Light]] [[Sylvandale Shrine of Olidammara|Shrine of Olidammara]] [[Sylvandale Shrine of Fharlanghn | Shrine of Fharlanghn]] [[Sylvandale …

  • Sylvandale Cathedral of Pelor

    !http://i42.photobucket.com/albums/e317/jmocoohay/F9EFE4A8-99DB-4B74-9F0F-D266FF3B0136_zpsg56woyp4.jpg! |The temple before you is not terribly huge but it towers sharply up into the sky. Massive stained glass windows of deep colors rise a full two …

  • Cards

    Each player Average 2 rolls: 1st deal: 1d20 Call, raise, or fold 2. skill + bonus from secondary skill(s) Result Main skill: Bluff Secondary skills: Sense Motive, Spot, Diplomacy, Intimidate 1d3+3 other players at table. …

  • Nine Lives Gaming House

    !http://i42.photobucket.com/albums/e317/jmocoohay/B014ACC5-B39D-419F-8DFB-3B9B721E5CC4_zpsncixctwh.jpg! *Pit* [[Skill Challenge (Gambling)]] [[Dice]] [[Cards]] [[Boardgames]] [[Feats of Strength]] *Bar* [[COTN Nine Lives Gather …

  • Blasingdell Map

    [[File:394272 | class=media-item-align-none | image.jpg]] 1. [[Blasingdell Marketplace|Marketplace]] 2. [[Lord Barrick's Keep]] 3. [[Blasingdell North Mine|North Mine]] 4. [[Blasingdell East Mine|East Mine]] 5. [[Blasingdell Iron Works| …

  • Lord Barrick's Keep

    |A rather run down looking keep stands at the far end of a courtyard. You are eyes by guards from their watchtowers above. Soldiers drill in the courtyard beyond the open gates.| Approaching PC's are met with [[:senseschal_whitelock]] . A grand …

  • Blasingdell Marketplace

    |This open lot is packed with stalls, carts and tents , each with a vendor selling various goods, from food and spices to handmade trinkets and jewelry. The smell of barbecued meat hangs heavily in the air.| ___________________________ Back to [[ …

  • almshouse

    Well-off towns or cities in good societies may include an almshouse, often administered by a local temple. Food and lodging are provided for the truly destitute at no charge. Most almshouses limit how long an individual can remain in their care.

  • boarding house

    Generally, boarding houses aren't found until towns begin to surpass castles and estates in importance and trade and industry become important. This category also includes rooms or houses for rent.

  • Important Buildings

    *[[temples]]* |_.|_.[[church]] |_.[[cathedral]]|_.[[roadside altar]]|_.[[shrine]]| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| *[[lodging]]*: |_.|_.[[inn]]| ||| ||| ||| ||| ||| ||| ||| ||| …

  • Fari's Scrolls

    |The house is a two-storey tower of living wood, with several stained glass windows. A small dragon's skull hangs over the hearth.| |_.Sp Lev/Cast Lev|_.Spell|_.Price (gp)| |0/1|[[Ray of Frost]]|12 gp, 5 sp| |1/1|-[[Tenser's Floating Disk]]-|25| |1/ …

  • Bralm

    Lesser Goddess (Neutral) Bralm’s clerics urge everyone to cheerfully take their place in society, working together as bees in a hive do—for the good of all. She teaches obedience to just authority, coopera- tion, and teamwork. Bralm is generally …

  • Hide

    "Hide":http://www.dandwiki.com/wiki/SRD:Hide_Skill [[Stealth]]

  • Move Silently

    "Move Silently":http://www.dandwiki.com/wiki/SRD:Move_Silently_Skill [[Stealth]]

  • Stealth

    Stealth = [[Hide]] + [[Move Silently]] mods averaged ___________________________ Back to [[Generalized Skills]]

  • Generalized Skills

    |_.Skills|_.Generalized Skill| |[[Hide]], [[Move Silently]]|[[Stealth]]| |[[Spot]], [[Listen]], [[Search]], [[Sense Motive]]|[[Perception]]|

  • Perception

    Perception = [[Spot]] + [[Listen]] mods averaged ___________________________ Back to [[Generalized Skills]]

  • Listen

    "Listen":http://www.dandwiki.com/wiki/SRD:Listen_Skill [[Perception]] ___________________________ Back to [[Skills]]

  • Sense Motive

    "Sense Motive":http://www.dandwiki.com/wiki/SRD:Sense_Motive_Skill [[Perception]] ___________________________ Back to [[Skills]]

  • Tumble

    "Tumble":http://www.dandwiki.com/wiki/SRD:Tumble_Skill ___________________________ Back to [[Skills]]

  • Heal

    "Heal":http://www.dandwiki.com/wiki/SRD:Heal_Skill ___________________________ Back to [[Skills]]

  • Alchemy

    "Alchemy":http://www.dandwiki.com/wiki/SRD3e:Alchemy_Skill ___________________________ Back to [[Skills]]

  • Disable Device

    "Disable Device":http://www.dandwiki.com/wiki/SRD:Disable_Device_Skill ___________________________ Back to [[Skills]]

  • Khundrukar

    [[The Mountain Door]] [[The Glitterhame]] [[The Sinkhole]] [[The Foundry]] [[The Black Lake]] ___________________________ Back to [[Palette]]

  • The Mountain Door

    !http://i42.photobucket.com/albums/e317/jmocoohay/A7F73AE4-85B3-440D-8EC4-D517DAA7D408_zpsoqkzms84.png! "Map":https://mark-1.obsidianportal.com/maps/60934 [[FF 5|5. Orc Cave]] [[FF 6|6. Prisoner Cave]] [[FF 7|7. The Chimney]] [[FF 8|8. …

  • FF 5

    5. Orc Cave The second patrol, currently out of the dungeon, lairs here. |Once a masterful piece of dwarf-work tunneling, this chamber was carefully carved out to preserve the natural beauty of the cavern while providing access to the rest of the …

  • FF 6

    6. Prisoner Cave The orcs occasionally capture miners, settlers, and merchants traveling through the forests north of Blasingdell. This is where they keep them until they put the hapless captives to death or ransom them. |A row of rough-hewn sapling …

  • FF 7

    7. The Chimney The irregular chamber known as the Chimney holds the main cooking fire of the tribe, since a crevice in its ceiling actually winds up through the rock to an exit on the hilltop above. |A large, smoky fire crackles in the center of this …

  • FF 8

    8. Orc Commons |Haphazard stacks of crates, barrels, sacks, and bundles litter this long, narrow cavern. The orcs appeared to have had some success in their raids of the small settlements and mountain roads in the area. To the north, two finished stone …

  • FF 9

    9. Orc Shaman Burdug the shaman commandeered this chamber as her private domain, living apart from the rest of Old Yarrack’s band with three followers. She makes a great show of employing her magic at every opportunity, keeping Yarrack docile and …

  • alchemists fire

    "alchemist's fire":http://www.dandwiki.com/wiki/SRD:Alchemist%27s_Fire

  • orcs

    ___________________________ FF: *Orc*: CR 1/2; Medium-size humanoid (orc); HD 1d8; *hp* 4 (average); *Init* +0; *Spd* 20 ft.; *AC* 14; *Atk* +3 *melee (1d12+3/×3, greataxe), +1 *ranged* (1d6+2, javelin); *SQ* 60-ft darkvision, light sensitivity; * …

  • orc

    "orc":http://www.dandwiki.com/wiki/SRD:Orc ___________________________ FF: Orc: |*CR*|1/2;| |Medium-size humanoid| (orc)| |*HD*|1d8;| |*hp*| 4 (average);| |*Init*|0| |*Spd*|20 ft| |*AC*|14| |*Atk*|| |*melee*|1d12+ 3/× 3 greataxe| …

  • Burdug

    Burdug: Female orc Adp3; CR 3; Medium-size humanoid (orc); hp 20; Init +1 (Dex); Spd 30 ft.; AC 14; Atk +2 melee (1d4/ 19–20/×2 crit, dagger); SQ 60-ft. darkvision, light sensitivity; AL CE; SV Fort +3, Ref +2, Will +5; Str 11, Dex 12, …

  • sleep

    "sleep":http://www.dandwiki.com/wiki/SRD:Sleep ___________________________ Back to [[Spells]]

  • cause fear

    "cause fear":http://www.dandwiki.com/wiki/SRD:Cause_Fear

  • FF 10

    10. The Grand Stair The Grand Stair room formerly served as the main entrance to the Glitterhame, which includes the great natural caverns lower in the hillside. The iron gate blocks entry from area 8. Its lock is rusted shut; it can be picked with an …

  • FF 11

    11. Orc Quarters Four of the orcs following the Great Ulfe live in this old dwarven guardroom. When the characters open the door, read the following: |Barrels, crates, and sacks of foodstuffs line the walls of this chamber. Among the loot, four …

  • stirge

    "stirge":http://www.dandwiki.com/wiki/SRD:Stirge ___________________________ FF: Stirge: *CR 1/2*; Tiny beast; *HD* 1d10; *hp* 5 (average); *Init* +4 (Dex); *Spd* 10 ft., fly 40 ft. (average); *AC* 16; *Atk* +6 touch (1d3–4, touch); * …

  • FF 12

    12. Great Ulfe Great Ulfe is a fierce ogre who leads the orcs and the orcs of the Mountain Door. This chamber once belonged to the dwarf watch-captain, but Great Ulfe rules here now. The door is not locked, but it is heavy and hard to move (unless …

  • Great Ulfe

    Great Ulfe Ogre War1; *CR 3*; Large giant; *HD* 5d8+15; *hp* 44; *Init* –1 (Dex); *Spd* 30 ft.; *AC* 17; *Atk* + 8 melee (2d8+7/×3 crit, greataxe); *Space/Reach*:10 ft./10 ft. *AL* CE; *SV* Fort +8, Ref +0, Will +3; Str 21, Dex 8, Con 16, Int …

  • wolf

    "wolf":http://www.dandwiki.com/wiki/SRD:Wolf ___________________________ FF: Wolf: *CR 1*; Medium animal; *HD* 2d8+4; *hp* 13 (average); *Init* + 2 (Dex); *Spd* 50 ft.; *AC* 14; *Atk* +3 melee (1d6 +1, bite); *SA* Trip; *SQ* Scent; *AL* N; …

  • FF 13

    13. Dwarven Statue The dwarven statue area is another trap to discomfit invaders of the citadel. A pressure plate in the floor about 5 feet in front of the statue triggers a gas trap. |At the end of this passageway stands the statue of a fierce- …

  • FF 14

    Once the principal bunkroom for dwarf guards posted in this part of the dungeon, this chamber has been appropriated by Great Ulfe’s orcs. A total of eleven of the creatures live here, but at the moment a band of them are out raiding the countryside …

  • Old Yarrack

    Old Yarrack: Male orc War3; *CR 3*; Medium-size humanoid (orc); *hp 22*; *Init +2* (Dex); *Spd* 30 ft.; *AC 18*; *Atk* +5 melee (1d6+1/×3, masterwork handaxe), +2 ranged (1d6+1, throwing axe); *SQ* 60-ft. darkvision, light sensitivity; *AL* CE; *SV …

  • The Glitterhame

    !http://i42.photobucket.com/albums/e317/jmocoohay/9CD6CF05-8029-4928-8BE4-66A7D870C938_zpsznmu5ylo.jpg! "Map":https://mark-1.obsidianportal.com/maps/61388 [[FF 15|15. The Cold Stream]] [[FF 16|16. The High Cavern]] [[FF 17|17. Troglodyte …

  • FF 15

    The passage leading from area [[FF 10]] to area [[FF 16]] is intersected here (area 15) by a subterranean stream. |The narrow crevasse winds down quite a long ways, twisting and turning. The floor has been cut into hundreds of shallow steps, but the …

  • FF 16

    16. The High Cavern The high cavern is the first chamber of the Glitterhame proper. It is haunted by stirges from the nest at [[FF 17|area 17]]. |The descending fissure opens up abruptly into a very high cavern, with a ceiling easily 40 feet or more …

  • FF 17

    The troglodytes infesting the Glitterhame use this chamber as a common room and food storage area. They defend it against all intruders. Heroes coming from [[FF|16]] may have no light and might not see everything at first. Read the following text, …

  • troglodyte

    "troglodyte":http://www.dandwiki.com/wiki/SRD:Troglodyte FF: *Troglodyte*: CR 1; Medium-size humanoid (reptilian); HD 2d8+4; *hp 13* (average); *Init* –1 (Dex); *Spd 30 ft.*; *AC* 15; *Atk* +1 melee (1d8/×3, longspear), +1 melee (1d4, 2 claws), –1 …

  • FF 18

    *18. Troglodyte Warren* Most of the troglodytes dwell in this low, dismal cavern. |The passage opens into a long, low cavern that quickly breaks up into narrow, twisting passages leading off into darkness. The ceiling is only about 5 feet in height, …

  • FF 19

    *19. Chieftain’s Cave* The leader of the troglodytes is a chieftain called Kaarghaz, a particularly large and vicious specimen that tolerates no rivals. The door to this chamber is another mud-and-wattle barrier wedged in place; a *Strength check (DC …

  • Kaarghaz

    *Kaarghaz*: Male troglodyte Sor4; *CR* 5; Medium-sizehumanoid (reptilian); HD 2d8+4d4+18; *hp 39*; *Init* +4 (Improved Initiative); *Spd* 30 ft. ; *AC* 21; *Atk* +5 melee (1d8+2/ ×3, longspear) or +5/+5/+2 melee (1d4+2, 2 claws; 1d4, bite), +4 ranged …

  • daze

    "Daze":http://www.dandwiki.com/wiki/SRD:Daze

  • detect magic

    "Detect Magic":http://www.dandwiki.com/wiki/SRD:Detect_Magic ___________________________ Back to [[Spells]]

  • ghost sound

    "Ghost Sound":http://www.dandwiki.com/wiki/SRD:Ghost_Sound ___________________________ Back to [[Spells]]

  • light

    "Light":http://www.dandwiki.com/wiki/SRD:Light ___________________________ Back to [[Spells]]

  • ray of frost

    "Ray of Frost":http://www.dandwiki.com/wiki/SRD:Ray_of_Frost ___________________________ Back to [[Spells]]

  • read magic

    "Read Magic":http://www.dandwiki.com/wiki/SRD:Read_Magic ___________________________ Back to [[Spells]]

  • mage armor

    "Mage Armor":http://www.dandwiki.com/wiki/SRD:Mage_Armor ___________________________ Back to [[Spells]]

  • spider climb

    "Spider Climb":http://www.dandwiki.com/wiki/SRD:Spider_Climb ___________________________ Back to [[Spells]]

  • invisibility

    "Invisibility":http://www.dandwiki.com/wiki/SRD:Invisibility_(Spell) ___________________________ Back to [[Spells]]

  • Giant Lizard

    *Giant Lizard*: *CR* 2; Medium-size animal; HD 3d8+9; *hp* 22; *Init* + 2 (Dex); *Spd* 30 ft., swim 30 ft.; *AC* 15; *Atk* + 5 melee (1d8 + 4, bite); AL N; *SV* Fort +6, Ref +5, Will +2; *Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 2*. * …

  • helpless

    "Helpless":http://www.dandwiki.com/wiki/SRD:Helpless

  • Fantastic Locations

    suspended city (exotic rock with reverse gravity piled with earth above) Labyrinths: valley, surrounding castle, forest Petrified armies [[Stalactite city (gnomes)]] River and lake(with island, possibly a planar gate) of lava Giant's …

  • Reference

    [[Creation]] [[Movement]] [[Creatures]] [[Equipment]] [[Treasure]] [[Skills]] [[Feats]] [[Spells]] [[Generation]] [[Generators]] [[Templates]] "D&D Wiki":http://www.dandwiki.com/wiki/SRD:System_Reference_Document " …

  • Adventures

    II -[[The Sunless Citadel]]- -[[Webwood Quest]]- -[[The Forge of Fury]]- -Party sees a meteor fall towards the west.- Passing back through Sylvandale [[The Cult of Tsaag-Nalta]] [[The Os Pythones Excavation]]: Gate left open releasing …

  • Coastal Adventure

    "Map":https://mark-1.obsidianportal.com/maps/61497 PC's must escape without being captured by Pirates. To do this, they must defeat the ancient evil in the stone ruins to complete a quest for friendly natives. Friendly natives then assist PC's and/or …

  • The Cult of Tsaag-Nalta Background

    During the unusually hot summer of 719, a string of murders terrorized the city of Sylvandale. Each murder featured the removal of the victim’s heart and strange symbols painted in the victims blood often paired with cryptic prophesies. The murders …

  • Bexley Estate

    !http://i42.photobucket.com/albums/e317/jmocoohay/F79383B3-FEFC-41B6-B410-2438BBC21E9A_zps6qzrxuxr.png! !http://i42.photobucket.com/albums/e317/jmocoohay/EBEC0C97-D2B1-4D73-82F7-46C434BDEAE4_zpswxm4wlcf.jpg! [[:malia-bexley | Malia Bexley]] …

  • Mareven Estates

    [[:bannasien-mareven | Bannasien Mareven ]] [[:alesette-mareven | Alesette Mareven]] [[:vanadettemareven | Vanadette Mareven]] ___________________________ Back to [[Sylvandale Noble Estates|Noble Estates]]

  • Sylvandale Groups

    [[Sylvandale Government|Government]] [[Sylvandale Upper Class|Upper Class]] [[Sylvandale Middle Class|Middle Class]] [[Sylvandale Lower Class|Lower Class]] [[Sylvandale City Watch|City Watch]] [[The Knights of Avralor (Sylvandale)]] [[ …

  • Gods

    |_.Name|_.Culture|_.Rank|_.Law/Chaos|_.Good/Evil|_.Weapon|_.Portfolio| |[[Axion]]|All|G|N|G|Mace|Sun| |[[Eone]]|All|G|N|N|Quarterstaff|Nature| |[[Argigion]]|All|G|C|N|Net|Sea, Wind| |[[Ithyx]]|All|G|C|E|Flail|Destruction| |[[Ebarus]]|All|G|N|E|Scythe …

  • Outer Gods

    [[Chaos]] CN Chaos [[Sibris]] N (space) [[Aos]] G The Allfather [[Vogryx]] NE The Void [[Sol]] Light [[Nebros]] NE Darkness [[Astra]] N Goddess of the Sky [[Oto]] N God of Balance [[Iarus]] N God of Time …

  • Zomn

    Fallen Empire PC 8800- PC 6,557 [[Zomnian Territories|Territories]]

  • scale

    "Maps of Medieval Europe":https://www.lib.utexas.edu/maps/historical/history_colbeck_1905.html |Earth|8,000|25,000 circ.| |USA|3,000|| |Eurasia|10,000|| Hexes/squares: |Region|100| |Kingdom|20| |Local|1| *Region* At least the size of USA …

  • Zythrian Batteries

    "Reference":http://www.thenewearth.org/The%20Fall%20of%20Atlantis.html The crystals were housed in magnificent Temples, some built of marble, others of crystalline sheets of beryl, corundum and diamond. The City of ____ was the capital city of the ____ …

  • The Blue Fish

    |A wooden sign with a whimsically carved and smug looking blue fish marks this sturdily built building as the Blue Fish. Wide porches and doors on three sides allow the well to do patrons here to freely move in and out of the building. The smell of …

  • The Silver Ogre

    |A sign on this stone building shows an ogre with a club. The figure is painted in a silvery metallic paint. The interior is lined with large, well-polished tables of dark wood. The centerpiece of the hall is a massive stone hearth, the mantle of which is …

  • The Knight and Wolf Inn

    |Near the heart of the civic district is a three story block of connected older stone buildings. A sign juts out of one near the middle showing an armored figure walking with a wolf. ([[Knights of Avralor]] insignia painted on door). A young page is …

  • FF 20

    20. Lizard Lair The lizard lair is the home of the troglodytes’ secret weapon—a freshly captured subterranean lizard. |The swift stream passes over a steep slab of bedrock before this cave entrance. The cave beyond is perhaps 40 feet wide and 20 …

  • Subterranean Lizard

    The subterranean lizard is a large, fast carnivore combining the worst features of a monitor and a chameleon. It makes its home underground, and it usually lives alone. A subterranean lizard has white scales and large, strong limbs. It uses its tail for …

  • Sylvandale Food

    Civic district 1. [[The Blue Fish]] 2.[[The Silver Ogre]] club, eatery Guildhall district 1. [[The Minstrel and Flagon]] 2. [[The Stout Archer]] 3. [[The Hound's Alehouse]] Marketplace 1. [[The Scoundrel's Hall]] 2. [[The Harper's Flask]] …

  • Sylvandale Lodging

    Civic district 1. [[The Knight and Wolf Inn]] 2. [[The Black Shard Inn]] 3. [[The Emerald Candle Inn]] Guildhall district 1. [[The Smoking Dragon Inn]] 2. [[The Harlequin Inn]] 3. [[The Ruby Cup Inn]] Marketplace 1. [[The Rampant Pilgrim Inn …

  • Sylvandale Trades (Exotic)

    Civic district 1. [[Essential Arcana]]5 2. [[Blanderic's Potions]]3 3. [[Thrinarv's Wondrous Apothecary]]5 Marketplace 1.[[Gerheim's Arms and Armor]]5 2. [[Ash House's Alchemy]]5 3. [[Isan and Many's Wands]]7 ___________________________ …

  • Sylvandale Trades (Fine)

    Guildhall district 1. [[map vendor]]3 ___________________________ Back to [[Sylvandale Places of Interest|Places of Interest]]

  • Sylvandale Trades (Average)

    Civic district 1. [[bowyer]] Guildhall district 1. [[outfitter]] 2. [[weaponsmith]] Marketplace 1. [[armorer]] 2. [[Surefoot General Store]] 3. [[blacksmith]] 4. [[Kemble's Provisions]] Lord's Keep 1. [[weaponsmith]] Shipwright …

  • Sylvandale Services (Fine)

    Civic district 1. Sage 14 [[:gweir-dywellion | Gweir Dywellion]] Guildhall district 1. [[sage]]10 [[Sylvandale Services (Average)|Services (Average) Guildhall district 1. [[stable]] Marketplace 1. [[healer]] 2. [[guide]] Shipwright …

  • Sylvandale Services (Poor)

    Marketplace 1. [[carter]] Shipwright district 1. [[boater]] Tannery district 1. [[gambling hall]] 2. Fence: [[Clough's Gold and Silver]] 3. [[fence]] 4. [[carter]] 5. [[porter]] 6. [[porter]] 7. [[teamster]] 8. [[teamster]] …

  • Sorcerer-Wizard Spell List

    [[1 0-LEVEL SORCERER-WIZARD SPELLS (CANTRIPS)]] [[2 1ST-LEVEL SORCERER-WIZARD SPELLS]] [[3 2ND-LEVEL SORCERER-WIZARD SPELLS]] [[4 3RD-LEVEL SORCERER-WIZARD SPELLS]] [[5 4TH-LEVEL SORCERER-WIZARD SPELLS]] [[6 5TH-LEVEL SORCERER-WIZARD SPELLS]] [[7 …

  • 11 Notes

    An M or F appearing at the end of a spell’s name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch. An Xdenotes a spell with an XP component paid by the caster. …

  • 1 0-LEVEL SORCERER-WIZARD SPELLS (CANTRIPS)

    *Abjur* [[Resistance]]: Subject gains +1 on saving throws. *Conj* [[Acid Splash]]: Orb deals 1d3 acid damage. *Div* [[Detect Poison]]: Detects poison in one creature or small object. [[Detect Magic]]: Detects spells and magic items within …

  • Resistance

    "Resistance":http://www.dandwiki.com/wiki/SRD:Resistance ___________________________ Back to [[Spells]]---[[Sorcerer-Wizard Spell List]]---[[1 0-LEVEL SORCERER-WIZARD SPELLS (CANTRIPS)]]

  • Acid Splash

    "Acid Splash":http://www.dandwiki.com/wiki/SRD:Acid_Splash ___________________________ Back to [[Spells]]---[[Sorcerer-Wizard Spell List]]---[[1 0-LEVEL SORCERER-WIZARD SPELLS (CANTRIPS)]]

  • Detect Poison

    "Detect Poison":http://www.dandwiki.com/wiki/SRD:Detect_Poison ___________________________ Back to [[Spells]]---[[Sorcerer-Wizard Spell List]]---[[1 0-LEVEL SORCERER-WIZARD SPELLS (CANTRIPS)]]

  • Read Magic

    "Read Magic":http://www.dandwiki.com/wiki/SRD:Read_Magic ___________________________ Back to [[Spells]]---[[Sorcerer-Wizard Spell List]]---[[1 0-LEVEL SORCERER-WIZARD SPELLS (CANTRIPS)]]

  • Daze

    "Daze":http://www.dandwiki.com/wiki/SRD:Daze ___________________________ Back to [[Spells]]---[[Sorcerer-Wizard Spell List]]---[[1 0-LEVEL SORCERER-WIZARD SPELLS (CANTRIPS)]]

  • Dancing Lights

    "Dancing Lights":http://www.dandwiki.com/wiki/SRD:Dancing_Lights ___________________________ Back to [[Spells]]---[[Sorcerer-Wizard Spell List]]---[[1 0-LEVEL SORCERER-WIZARD SPELLS (CANTRIPS)]]

  • Flare

    "Flare":http://www.dandwiki.com/wiki/SRD:Flare ___________________________ Back to [[Spells]]---[[Sorcerer-Wizard Spell List]]---[[1 0-LEVEL SORCERER-WIZARD SPELLS (CANTRIPS)]]

  • Light

    "Light":http://www.dandwiki.com/wiki/SRD:Light ___________________________ Back to [[Spells]]---[[Sorcerer-Wizard Spell List]]---[[1 0-LEVEL SORCERER-WIZARD SPELLS (CANTRIPS)]]

  • Ray of Frost

    "Ray of Frost":http://www.dandwiki.com/wiki/SRD:Ray_of_Frost ___________________________ Back to [[Spells]]---[[Sorcerer-Wizard Spell List]]---[[1 0-LEVEL SORCERER-WIZARD SPELLS (CANTRIPS)]]

  • Ghost Sound

    "Ghost Sound":http://www.dandwiki.com/wiki/SRD:Ghost_Sound ___________________________ Back to [[Spells]]---[[Sorcerer-Wizard Spell List]]---[[1 0-LEVEL SORCERER-WIZARD SPELLS (CANTRIPS)]]

  • Disrupt Undead

    "Disrupt Undead":http://www.dandwiki.com/wiki/SRD:Disrupt_Undead ___________________________ Back to [[Spells]]---[[Sorcerer-Wizard Spell List]]---[[1 0-LEVEL SORCERER-WIZARD SPELLS (CANTRIPS)]]

  • Touch of Fatigue

    "Touch of Fatigue":http://www.dandwiki.com/wiki/SRD:Touch_of_Fatigue ___________________________ Back to [[Spells]]---[[Sorcerer-Wizard Spell List]]---[[1 0-LEVEL SORCERER-WIZARD SPELLS (CANTRIPS)]]

  • Mage Hand

    "Mage Hand":http://www.dandwiki.com/wiki/SRD:Mage_Hand ___________________________ Back to [[Spells]]---[[Sorcerer-Wizard Spell List]]---[[1 0-LEVEL SORCERER-WIZARD SPELLS (CANTRIPS)]]

  • Mending

    "Mending":http://www.dandwiki.com/wiki/SRD:Mending ___________________________ Back to [[Spells]]---[[Sorcerer-Wizard Spell List]]---[[1 0-LEVEL SORCERER-WIZARD SPELLS (CANTRIPS)]]

  • Message

    "Message":http://www.dandwiki.com/wiki/SRD:Message ___________________________ Back to [[Spells]]---[[Sorcerer-Wizard Spell List]]---[[1 0-LEVEL SORCERER-WIZARD SPELLS (CANTRIPS)]]

  • Open-Close

    "Open-Close":http://www.dandwiki.com/wiki/SRD:Open/Close ___________________________ Back to [[Spells]]---[[Sorcerer-Wizard Spell List]]---[[1 0-LEVEL SORCERER-WIZARD SPELLS (CANTRIPS)]]

  • Arcane Mark

    "Arcane Mark":http://www.dandwiki.com/wiki/SRD:Arcane_Mark ___________________________ Back to [[Spells]]---[[Sorcerer-Wizard Spell List]]---[[1 0-LEVEL SORCERER-WIZARD SPELLS (CANTRIPS)]]

  • Prestidigitation

    "Prestidigitation":http://www.dandwiki.com/wiki/SRD:Prestidigitation ___________________________ Back to [[Spells]]---[[Sorcerer-Wizard Spell List]]---[[1 0-LEVEL SORCERER-WIZARD SPELLS (CANTRIPS)]]

  • 2 1ST-LEVEL SORCERER-WIZARD SPELLS

    *Abjur* [[Alarm]]: Wards an area for 2 hours/level. [[Endure Elements]]: Exist comfortably in hot or cold environments. [[Hold Portal]]: Holds door shut. [[Protection from Chaos]]: + 2 to AC and saves, counter mind control, hedge out elementals and …

  • Alarm

    "Alarm":http://www.dandwiki.com/wiki/SRD:Alarm ___________________________ Back to [[Spells]]---[[Sorcerer-Wizard Spell List]]---[[2 1ST-LEVEL SORCERER-WIZARD SPELLS]]

  • Endure Elements

    "Endure Elements":http://www.dandwiki.com/wiki/SRD:Endure_Elements ___________________________ Back to [[Spells]]---[[Sorcerer-Wizard Spell List]]---[[2 1ST-LEVEL SORCERER-WIZARD SPELLS]]

  • Hold Portal

    "Hold_Portal":http://www.dandwiki.com/wiki/SRD:Hold_Portal ___________________________ Back to [[Spells]]---[[Sorcerer-Wizard Spell List]]---[[2 1ST-LEVEL SORCERER-WIZARD SPELLS]]

  • Protection from Chaos

    "Protection from Chaos":http://www.dandwiki.com/wiki/SRD:Protection_from_Chaos ___________________________ Back to [[Spells]]---[[Sorcerer-Wizard Spell List]]---[[2 1ST-LEVEL SORCERER-WIZARD SPELLS]]

  • Protection from Evil

    "Protection from Evil":http://www.dandwiki.com/wiki/SRD:Protection_from_Evil ___________________________ Back to [[Spells]]---[[Sorcerer-Wizard Spell List]]---[[2 1ST-LEVEL SORCERER-WIZARD SPELLS]]

  • Aldenmir's Arms and Armor

    |The heads of many beasts adorn the walls of this shop. You recognize most kinds, but there are a few you've only heard about.| +Shopkeeper+: Bayard Aldemir Tall, thin, greying hair in ponytail, reserved, opinionated _______ •hunters and Rangers …

  • Halfspear

    1 gp 1d4 1d6 x3 20 ft. 3 lb. Piercing Player's Handbook If you use a ready action to set this weapon against a charge, you deal double damage if you score a hit against a charging character.

  • Arrows (20)

    "Arrows (20)":http://www.dandwiki.com/wiki/SRD:Arrows

  • Screaming bolt

    "Screaming bolt":http://www.dandwiki.com/wiki/SRD:Screaming_Bolt

  • Slaying arrow

    "Slaying arrow":http://www.dandwiki.com/wiki/SRD:Slaying_Arrow

  • Sleep arrow

    "Sleep arrow":http://www.dandwiki.com/wiki/SRD:Sleep_Arrow

  • Oakhurst to Seth

    |_.d% day|_.d% night|_.Encounter|_.#|_.CR|_.EL| |||[[Giant Ant]]|1d4 workers|1|1-4| |||[[Annis]]|1|6|6| |||[[Goblin]]|1d6 + 3|25%|1-2| |||[[Wolf]]|||| |||[[Dire Wolf]]|||| |||[[Spider Eater]]|||| |||[[Hippogriff]]|||| |||[[Ogre]]|||| |||[[Orc …

  • Elathiril

    Elathir, Elath [[Elathiril History|History]] [[Elathiril Geography|Geography]] [[Elathiril Groups|Groups]] ___________________________ Back to [[Elven Lands]]---[[Avralor]]

  • Xalossae

    Xalosi Kingdom of Gold Elves ___________________________ Back to [[Elven Lands]]--[[The Far Kingdoms]]

  • The Far Kingdoms

    [[Ryokan]] [[Tengia]] [[Jhang]] [[Xalossae]] [[Enu]] ___________________________ Back to [[Regions]]

  • Strathford

    Small town Directly ruled, protected by, and main supplier of [[Dornwich Keep]] Supported by lords of [[Burkton]] and [[Rees]] Fishing, chief agricultural producer in East Faladon, trading hub between local and foreign goods Strong traces of …

  • Rees

    Large town Rules over [[Remfry]] and [[Pembry]]. Strong Trade, Fishing, some agriculture (mainly exported) ___________________________ Back to [[East Faladon Settlements|Settlements]]

  • Remfry

    Hamlet Isolated fishing community Protected by [[Rees]] Depends on Rees for many goods traded for fish ___________________________ Back to [[East Faladon Settlements|Settlements]]

  • Penry

    Village Fishing village Dependent upon [[Rees]] for protection and goods Small fleet of fishing boats, the best of which rival those of Rees Some cattle herding Some trade Inn and tavern accommodating travelers journeying to and from …

  • Pembry

    Village Fishing village Dependent upon [[Rees]] for protection and goods Small fleet of fishing boats, the best of which rival those of Rees Some cattle herding Some trade Inn and tavern accommodating travelers journeying to and from …

  • Talmerton

    Large Town ___________________________ Back to [[East Faladon Settlements|Settlements]]

  • East Faladon Wilderness

    [[Vale of Fog]] [[Lake Camlarnach]] [[Camladure Highlands]] [[Tortoise Mire]] ___________________________ Back to [[East Faladon Geography|Geography]]

  • Galehan's Wall

    Built by [[King Galehan]] in ancient times after successfully pushing the orc hoards to the north. Repaired and strengthened by the Sembrians. Since their departure, the wall has been manned by [[Knights of Avralor]] who remain vigilant against the return …

  • Knights of Avralor

    *History* When the old kingdom of Avralor fell under the rule of Sembria, a new ruling class was established. Avralor was allowed to rule itself, and the old military joined with the legions from Sembria under their own regiments. These were the …

  • Nightblades

    *History* *Motives* The Nightblades provide protection, organization, leadership, and a code of conduct for those operating outside the law. They know that by doing this, they can maximize what can be done without interference from the law, thereby …

  • Bridgeport Arcane Academy Motives

    The Arcane Academy is concerned with educating the brightest pupils in Faladon in the arcane arts and regulating the use of magic throughout the kingdom. ___________________________ Back to [[Bridgeport Arcane Academy]]

  • West Faladon History

    [[West Faladon Timeline|Timeline]] [[West Faladon Historical Figures|Historical Figures]] ___________________________ Back to [[West Faladon]]

  • An-Alon's Tower

    Ancient tower said to be the site of a once powerful school of arcane magic. Legend has it that it was erected by the legendary archmage [[:an-alon | An-Alon]] himself. -Destroyed at great cost during the Sembrian occupation, but strangely said to still …

  • Brancian's Keep

    !http://i42.photobucket.com/albums/e317/jmocoohay/BD640F21-3360-4AC0-9363-C5DD95673F00_zpshn9slskh.jpg! [[Brancian's Keep Maps|Maps]] [[Brancian's Keep Areas|Areas]] Ruined keep that once guarded the western pass of _____. Destroyed during …

  • FF 21

    *21. The Orc Tunnel* A hundred years ago, the orcs besieging Khundrukar tunneled into the dwarven stronghold here. The cavern is a beautiful natural cave much like the main chamber of the Glitterhame (area 24), but it now serves as a guard post and …

  • Brown Bear

    "Brown Bear":http://www.dandwiki.com/wiki/SRD:Brown_Bear FF: *Brown Bear*: CR4; Large animal; HD 6d8+ 24; *hp 51*; Init + 1(Dex); *Spd* 40 ft.; *AC 15*; *Atk* + 11 melee (1d8+8, 2 claws), + 6 melee (2d8+ 4, bite); SA Improved grab; SQ Scent; …

  • FF 23

    *23. Dwarven Sepulchers* The upper portion of the great cavern was intend- ed to be the final resting place of Durgeddin’s clan. |You gaze out into an extremely large cave faintly lit by natural phosphorescence. It must be 200 or more feet in …

  • FF 24

    24. The Glitterhame This is the central cave of the entire complex. |This great cavern extends almost 200 feet in length. The ceiling glimmers with a faint phosphorescence almost 50 feet overhead, and your torchlight strikes dazzling glints from …

  • Grick

    "Grick":http://www.dandwiki.com/wiki/SRD:Grick !http://i42.photobucket.com/albums/e317/jmocoohay/993A94AB-C65D-4237-8B96-F10392203C27_zpsce8kq6pk.jpg! TLCOB: ==CR 3; SZ MAberration; HD 2d8; hp 9; Init +2; Spd 30 ft.; AC 16, touch 12, flat-footed …

  • FF 25

    *25. Long Cavern* This chamber runs from the [[FF 18|troglodyte warrens]] to a natural rockshaft leading down to [[The Sinkhole]]. The underground stream empties into this shaft in a subterranean waterfall, while a narrow, winding stairwell leads down …

  • FF 26

    *26. Grick Lair* The loathsome gricks menacing the cavern floor below have their lair here, in a side cavern that winds north from the ledge. Add the gricks if the characters haven’t already encountered them in [[FF 24]]. |The ledge sits at the …

  • FF 27

    *27. The Iron Door* The entrance to Durgeddin’s halls and forges lies behind this sturdy door. |Cut into the cavern wall stands a small but very strong-looking door of iron plate, about 5 feet tall and 4 feet wide. Heavy rivets stud its surface, …

  • Open Lock

    "Open Lock":http://www.dandwiki.com/wiki/SRD:Open_Lock_Skill ___________________________ Back to [[Skills]]

  • The Sinkhole

    !http://i42.photobucket.com/albums/e317/jmocoohay/9C6C7B2B-B83D-46EF-A138-54C3BA6B1D25_zpsowlplqmt.jpg! *The Sinkhole* The stream flowing through the Glitterhame descends through the chasm in [[FF 25]] to an even lower level of caverns—the Sinkhole. …

  • FF 28

    28. Waterfall Cavern The stream flowing from [[FF 25]] in the [[Glitterhame]] pours down into this chamber, creating a good-sized pool that drains out to the river in area 29. The pool is populated by an interesting array of blind cavefish and …

  • The Cult of Tsaag-Nalta Important Characters

    [[:mitrik-heliot | Mitrik Heliot]] cult leader, disgraced senator [[:thamas-leerstrom | Thamas Leerstrom ]] sage, collector of oddities [[:giliam-sone | Giliam Sone]] constable of the market and average residential districts, honest [[:malia- …

  • Cotn City watch

    *Does party have [[COTN info 1|info]]?* •Yes: [[:giliam-sone | Captain Giliam Sone]] •No: [[Cotn watch difficult skill check]]

  • Cotn watch difficult skill check

    •High Success: [[:giliam-sone | Captain Giliam Sone]] •Success: [[Cotn watch helpful leads]] •Failure: nothing Low Failure: must find info plus moderate skill check (as difficult check but with adjustment)

  • Cotn Nine Lives Gaming House

    [[Nine Lives Gaming House]] [[:bromley-nine-lives | Bromley Nine Lives]] [[:mariel | Mariel]] [[:reed-the-con | Reed the Con]] Bar, Stage (dancers, bards, buffoons, comedies, etc…) Dice. [[Cards]], Board Games]], [[Feats of Strength]] [[ …

  • Sylvandale Shrine of Olidammara

    [[Olidammara]] ___________________________ Back to [[Sylvandale Slums|Slums]]---[[Nine Lives Gaming House]]---[[Sylvandale Places of Interest|Places of Interest]]

  • FF 29

    *29. River Cavern* The dominant feature here is the underground river, which flows swiftly from east to west through this room. The bridge is sturdy and sound; there’s no danger in crossing it. The stream flows at a rate of about 60 feet per round. …

  • FF 30

    30. Old Storeroom The door to this room has swollen shut. A *Strength check (DC 15)*is required to force it open. Durgeddin’s folk for merly used this large chamber as a storeroom, stockpiling food and supplies here. *Swollen Door*: 2 in. thick; …

  • Gray Ooze

    "Gray Ooze":http://www.dandwiki.com/wiki/SRD:Gray_Ooze Medium Ooze *Hit Dice*: 3d10 + 15 (31 hp) *Initiative*: –5 *Speed*: 10 ft. (2 squares) *Armor Class*: 5 (–5 Dex), touch 5, flat-footed 5 *Base Attack/Grapple*: + 2/ + 3 *Attack*: Slam + 3 …

  • FF 31

    *31. Empty Storeroom* This chamber resembles [[FF 30]], but it is empty. The orcs broke in and carried off most of its contents during the fall of Khundrukar, leaving nothing behind. Like [[FF 30]], the door is swollen shut and requires a *Strength …

  • FF 32

    *32. Flooded Storeroom* A year or so ago, a season of heavy rains on the surface raised the level of the subterranean river to create a minor flood on this level. While the characters may dread the notion of aquatic monsters lurking beneath the surface, …

  • FF 33

    *33. Roper’s Cavern* The narrow stairway at the east end of area 29 climbs over the stream and then descends immediately to a second cavern very much like the first, only smaller. This is the home of an extremely dangerous monster, a creature known as a …

  • Roper

    "Roper":http://www.dandwiki.com/wiki/SRD:Roper FF: Roper: CR 10; Large magical beast; HD 10d10+30; hp 85; Init +5 (+1 Dex, +4 Improved Initiative); Spd 10 ft.; AC 24; Atk +11 ranged (special, 6 strands), +8 melee (2d6+2, bite); SA Strands, attach …

  • FF 34

    34. Dwarf Gaol If the characters defeat the roper in [[FF 33]] (or provide it with a meal, willingly or unwillingly) they can explore this room. In Durgeddin’s day, it was Khundrukar’s prison. |The door in the north wall is a sturdy dwarven door of …

  • The Foundry

    *The Foundry* Durgeddin’s followers lived and worked in a large series of halls and chambers beyond the Glitterhame, carved out of the living rock of the Stone Tooth. Most of this level was thoroughly ransacked in the fall of the dwarven citadel. …

  • FF 35

    35. Chamber of Statues From [[FF 27]], a flight of steep stone stairs climbs 30 feet to this room. |The stairs open up into an octagonal chamber about 30 feet across. The floor is inlaid with cracked, dusty blue tiles, and the walls are dressed with …

  • Cotn Investigating 1

    [[Victim 1 Ruby Cup]] [[Victim 2 Medyr Glasco]] [[Victim 3 Lideni Kithleigh]] [[Undiscovered Victim]] Upon completing all possible investigation, pc's stumble upon info for Victim 3 (unknown to watch, undisturbed):

  • The Stout Oak

    Frequented by shipwrights ___________________________ Back to [[Sylvandale Shipwright District|Shipwright District]]

  • Improved Grab

    *Improved Grab (Ex)*: If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without pro- voking an attack of opportunity (see Grapple, …

  • Constrict

    Constrict (Ex): A creature with this special attack can crush an opponent, dealing bludgeoning damage, after making a successful grapple check. The amount of damage is given in the creature’s entry. If the creature also has the [[improved grab]] ability, …

  • constrict

    *Constrict* (Ex): A creature with this special attack can crush an opponent, dealing bludgeoning damage, after making a successful grapple check. The amount of damage is given in the creature’s entry. If the creature also has the [[improved grab]] ability …

  • improved grab

    *Improved Grab (Ex)*: If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a [[grapple]] as a free action without pro- voking an attack of opportunity. No initial …

  • grapple

    "grapple":http://www.dandwiki.com/wiki/SRD:Grapple

  • FF 36

    36. The Great Hall The door leading to this room from [[FF 35]] is another stone door carved with a glowering dwarf face. Fortunately, it isn’t trapped or sealed and can be opened easily. This was formerly Durgeddin’s throne room, banquet hall, and …

  • Ghared

    Ghared: Female duergar Rog3; CR 4; Medium-size human- oid (duergar); HD 3d6+6; hp 19; Init +3 (Dex); Spd 15 ft; AC 17; Atk +2 melee (1d6/19–20/×2 crit, short sword), +6 ranged (1d8+1/19–20/×2 crit,light crossbow); SA Sneak attack +2d6; SQ Dwarven …

  • Random Generators

    [[Treasure Generator]] ___________________________________ [[Jewelry Generator]] [[Magic Weapon History Generator]] [[Dungeon Map Generator]] "shop description generator":http://donjon.bin.sh/d20/magic/shop.html "Inn or tavern name …

  • Current Locations

    [[Khundrukar]] [[Blasingdell]] [[Sylvandale]] [[Bridgeport]] ___________________________ Back to [[Palette]]

  • Improv Lists

    [[Improv Names]] [[Improv NPC's]] [[Improv Shops]] [[Improv Inventories]] ___________________________ Back to [[Palette]]

  • Improv Names

    [[Improv Npc Names]] [[Improv Place Names]] ___________________________ Back to [[Improv Lists]]

  • Improv Npc Names

    [[Improv Human Names]] [[Improv Dwarf Names]] [[Improv Elf Names]] [[Improv Gnome Names]] [[Improv Half-Elf Names]] [[Improv Half-Orc Names]] [[Improv Halfling Names]] ___________________________ Back to [[Improv Names]]

  • Improv Inventories

    [[Magic Armor and Shield Dealer Inventories]] [[Magic Weapon Dealer]] [[Magic Items Dealer (general) Inventories]] [[Potion Dealer Inventories]] [[Scroll Dealer Inventories]] [[Wand Dealer Inventories]] ___________________________ …

  • Magic Armor and Shield Dealer Inventories

    9-12 *1* 1. 1,170 gp +1 Shield, heavy, steel (7) 2. 1,180 gp +1 shield, tower (3) 3. 2,650 gp +1 Full Plate (2) 4. 4,170 gp +1 Shield of Bashing, heavy, steel 5. 1,175 +1 Studded leather 6. 1,100 gp Mithral Shirt (2) 7. 1,157 gp +1 Shield, …

  • FF 37

    *37. The Bladeworks* The bladeworks was Durgeddin’s smithy and workplace. The duergar are currently engaged in forging blades here, hoping to capture a spark of the master smith’s vengeful magic. |The great doors lead into a barrel-vaulted foundry …

  • Snurrevin

    Snurrevin: Male duergar Wiz4 (illusionist); *CR 5*; Medium-size humanoid (duergar); *hp* 18; *Init* +1 (Dex); *Spd* 20 ft.; *AC* 13; *Atk* +3 ranged (1d8/19–20/×2 crit, light crossbow), +1 melee (1d4–1/19–20/×2 crit, dagger); *SQ* Dwarven …

  • Browngnaw

    Browngnaw Rat familiar of Snurrevin; *CR* n/a; Tiny animal; *HD* 4d4; *hp* 9; *Init* +2 (Dex); *Spd* 15 ft., climb 15 ft.; *AC* 16; *Atk* +4 melee (1d3–4, bite); Face/Reach 2 1/2 ft. by 2 1/2 ft./0 ft.; *SQ* Scent, improved evasion, share …

  • enlarge

    "enlarge":http://www.dandwiki.com/wiki/SRD:Enlarge_Person

  • FF 38

    *38. The Chasm* |The stream running through the old dwarven bladeworks meanders into a natural cavern and finally tumbles into a great chasm, easily 100 feet long and 50 feet wide. You can see nothing but darkness below, although you think you hear the …

  • FF 39

    *39. Council Chamber* Once the council room of Khundrukar, this room now serves as a guard post for the duergar. |The door behind the throne leads into a small audience chamber or council room. A large table consisting of a single stone slab …

  • duergar warrior

    *Duergar Warrior*: Male or female duergar dwarf War2; *CR 2*; Medium-size humanoid (duergar); *HD* 2d8+2; *hp* 11 (average); *Init* +0; *Spd* 15 ft.; *AC 17*; *Atk* +2 melee (1d8/×3, battleaxe),(Large 2d6) +2 ranged (1d8/19–20/×2 crit, …

  • FF 40

    40. Durgeddin’s Quarters Durgeddin preferred a spartan lifestyle, eschew- ing rich decorations and treasures in his personal rooms. Nimira, the duergar leader, has appropriated this room for her own use. She knows of the secret passage to the east …

  • Nimira

    Female duergar Ftr5; *CR 6*; Medium-size humanoid (duergar); *hp* 41; *Init* + 2 (Dex); *Spd* 15 ft.; *AC* 17; *Atk* + 7/ + 5 melee (1d8 + 1/19–20/×2 crit, two-bladed sword); *SQ* Dwarven traits, enlarge, invisibility, immune to phantasms, …

  • FF 41

    *41. The Kitchens* A century ago, one of Durgeddin’s chief advisors was a high-level cleric of Moradin who prepared many defensive spells in and around the Foundry. One of the surprises he left was an animated object—a large table—in this room, with …

  • animated table

    *Animated Table* *CR* 3; Large construct; *HD* 4d10; *hp* 22; *Init* + 0; *Spd* 40 ft.; *AC* 14; *Atk* + 5 melee (1d8 + 4, slam); *Face/Reach* 5 ft. by 10 ft/5 ft.; *SQ* Hardness 5, construct defenses; *AL* N; *SV* Fort + 1, Ref + 1, …

  • FF 42

    42. Desecrated Shrine Durgeddin made his last stand in this very chamber, laying about with his sword until his orc enemies finally overwhelmed him. The orc war-priests wanted to make sure that their terrible enemy would never return; they …

  • wight

    "Wight":http://www.dandwiki.com/wiki/SRD:Wight

  • FF Wight

    *CR 3*; Medium-size undead; *HD* 4d12; *hp* 30; *Init* + 1 (Dex); *Spd* 30 ft.; *AC* 22; *Atk* + 3 melee (1d4 + 1 plus level drain, slam); *SA* Energy drain; *SQ* Undead; *AL* LE; *SV* Fort + 1, Ref + 2, Will + 5; *Str 12, Dex 12, …

  • Large Skeleton

    *Large Skeleton* *CR 1*; *Large undead*; *HD* 2d12; *hp* 13 (average); *Init* + 5 ( + 1 Dex, + 4 Improved Initiative); *Spd* 40 ft; *AC* 13; *Atk* + 2 melee (1d8, heavy mace); *Face/Reach* 5 ft. by 5 ft./10 ft.; *SQ* Undead, immunities …

  • FF 43

    *43. The Dwarf-Halls* The dwarves of Khundrukar lived in the private rooms to the north of the Great Hall. The orc horde pillaged most of these rooms, cutting down all the dwarves they found and carrying off the treasure. This area, area 46, and …

  • Arundil

    *Arundil* *Allip*; *CR* 3; Medium-size undead (incorporeal); *HD* 4d12; *hp* 24; *Init* + 5 ( + 1 Dex, + 4 Improved Initiative); *Spd* fly 30 ft. (perfect); *AC* 15; *Atk* + 3 melee (1d4 Wisdom drain, touch); *SA* Babble, Wisdom drain; * …

  • FF 44

    *44. Looted Rooms* These chambers were living quarters, drawing rooms, barracks, armories, storerooms, and so on. All of these rooms contain nothing more than the debris of the final attack -smashed furniture, orc graffiti, sometimes the skeletal …

  • FF 45

    *45. Skeleton Room* The skeleton room once served as a small barracks room. Half a dozen dwarves perished and were later animated by Arundil, who was insane with grief by that point. He ordered them to defend their post against all intruders just …

  • skeleton

    "Skeleton":http://www.dandwiki.com/wiki/SRD:Human_Warrior_Skeleton

  • FF 46

    46. Common Room Once a gathering place for the denizens of Khundrukar, this chamber was the site of a pitched battle between dwarves and orcs. |The hallway leads to a second open chamber about 30 feet deep and 40 wide. Three doors open into this …

  • FF 47

    *47. Arundil’s Chambers* The leading priest of Khundrukar lived in this spacious room. During the final assault, Arundil used his magic to escape the slaughter, returning later to find all his kinfolk dead. He tried to repair some defenses for the …

  • Animated Rug

    *Animated Rug* *CR 5*; Huge construct *HD* 8d10; *hp* 44 *Init* –1 (Dex); *Spd* 20 ft.; *AC 13*; *Atk* +9 melee (2d6 +7, slam); *Face/Reach* 10 ft. by 20 ft./10 ft.; *SA* Constrict; *SQ* Construct defenses; *AL* N; *SV* Fort +2, …

  • FF 48

    *48. Looted Armory* This armory was looted long ago. The door to this room is made of iron plate, but the lock was broken during the pillaging—it can be forced with a *Strength check (DC 18)*. *Iron Door*: 2 1/2 in. thick; hardness 13; hp 75; AC 5; …

  • Arming Dummy

    *Animated Arming Dummy* *CR* 2; Medium-size construct; *HD* 2d10; *hp* 11 (average); *Init* + 0; *Spd* 40 ft.; *AC* 14; *Atk* + 2 melee (1d6 + 1, slam); *SQ* Hardness 5, construct defenses; *AL* N; *SV* Fort + 0, Ref + 0, Will –5; * …

  • FF 49

    *49. Idalla’s Den* The last member of the previous expedition, a cunning and malicious wizard, died near this spot. Before he died, though, he summoned and bound a succubus to the room with the condition that she is stuck here until someone of …

  • Idalla

    *Idalla*: Succubus; *CR 9*; Medium-size outsider; *HD* 6d8 + 6; *hp* 33; *Init* + 1 (Dex); *Spd* 30 ft., fly 50 ft. (average); *AC 20*; *Atk* + 7 melee (1d3 + 1, 2 claws); *SA* Spell-like abilities, energy drain, summon tanar’ri; *SQ* …

  • Idalla's Story

    *Idalla’s Story* If the characters talk to her, Idalla checks (or continues to check) to see if any of the characters might have good inclinations by using her detect good ability. Once she has determined that a good character is present (possibly …

  • Arundil 2

    *Arundil* *Allip*; *CR* 4; Medium-size undead (incorporeal); *HD* 6d12; *hp* 39; *Init* + 5 ( + 1 Dex, + 4 Improved Initiative); *Spd* fly 30 ft. (perfect); *AC* 15; *Atk* + 4 melee (1d4 Wisdom drain, touch); *SA* Babble, Wisdom drain; * …

  • Bridgeport districts 1 Average residential

    |Children play in the streets of this district, and the younger ones are often chased by older siblings. Neat rows of houses line the thoroughfares.| ___________________________ Back to [[Bridgeport map]]

  • Bridgeport districts 12 Average residential

    |Children play in the streets of this district, and the younger ones are often chased by older siblings. Neat rows of houses line the thoroughfares.| ___________________________ Back to [[Bridgeport map]]

  • Bridgeport districts 25 Average residential

    |Children play in the streets of this district, and the younger ones are often chased by older siblings. Neat rows of houses line the thoroughfares.| ___________________________ Back to [[Bridgeport map]]

  • Bridgeport districts 3 Slums

    |Home to the destitute, this neighborhood features a mix of shanties, hovels, and tenements in disrepair. Trash fills the streets and alleys, and the stench of offal mixed with rotting flesh and even less wholesome substances hangs heavy in the air.| …

  • Bridgeport districts 23 Slums

    |Home to the destitute, this neighborhood features a mix of shanties, hovels, and tenements in disrepair. Trash fills the streets and alleys, and the stench of offal mixed with rotting flesh and even less wholesome substances hangs heavy in the air.| …

  • Bridgeport districts 4 Professionals

    |This district features row upon row of quiet shops and offices. Their signs advertise everything from translation services to wilderness guides to architectural design.| *Temples* Temple of Hextor Shrine of St. Cuthbert *Lodging* Inn 1 …

  • Bridgeport districts 5 Waterfront district

    |Most of the traffic here consists of sailors in search of liquor or entertainment. Bars, flophouses, and small shops—many of which don’t bother to advertise the nature of their business— line the street.| *Temples* Temple of Obad-Hai *Lodging* …

  • Bridgeport districts 6 Castle Calithor

    |Pennants in the city’s colors flutter over the castle, and guards eye the street from their watchtowers above. Soldiers drill in the courtyard beyond the open drawbridge.| *Temples* Chapel of Heironeous *Trades, Average* Weaponsmith …

  • Bridgeport districts 7 Noble estates

    |This district is quieter and cleaner than the rest of the city. Servants scurry about on their errands, and nobles travel by carriage to call on their genteel counterparts.| ___________________________ Back to [[Bridgeport map]]

  • Bridgeport districts 11 Guildhall district

    |Each of the massive guildhalls in this district is emblazoned with a symbol representative of its craft, such as a massive hammer and anvil for the blacksmith’s guild, and a welcoming sign in every known tongue for the Scribe’s Union. This district is …

  • Bridgeport districts 14 Tavern district

    |Music and laughter waftsfrom the open doors of half a dozen inns and common-houses. Each offers the promise of food, drink, dancing, or perhaps even more exotic diversions.| |Each theater features a large sign promising comedy, tragedy, and …

  • The Black Lake

    *The Black Lake* The darkest and most remote corner of the Glitterhame’s cavern system, the Black Lake is a large, winding cavern filled with waters draining from the Dark Mere through a long, submerged siphon. From the lake, the subterranean river …

  • FF 50

    *50. The Cascade* The stream in area [[FF 38]] flows into the chasm and pours down to this chamber, more than 10 feet down. Any character who climbs (or falls) down the chasm ends up here. |A thundering spray of water fills this small chamber, …

  • FF 51

    *51. Dwarf Bridges* Durgeddin’s followers built this bridge when they were contemplating expanding into this level. The chain ladder from the north ledge of area [[FF 38]] descends to a point just south of the bridge. |A fast-moving underground …

  • Swim

    "Swim":http://www.dandwiki.com/wiki/SRD:Swim_Skill

  • FF 52

    *52. Nightscale* [[Nightscale]] is dozing on the island (area [[FF 53]]) when the characters arrive, but if they are carrying light sources or trigger the fall of the bridge, the dragon wakes and slips into the water, swimming over to investigate. …

  • Nightscale

    *Nightscale*: Young black dragon; *CR* 4; Medium-size dragon; *HD* 10d12+20; *hp* 85; *Init* + 4 (Improved Initiative); *Spd* 60 ft., fly 150 ft. (poor), swim 60 ft.; *AC 19*; *Atk* + 12/ + 7/ + 7/ + 7 melee (1d8 + 2/19–20/×2 crit, bite …

  • Nightscale 2

    *Nightscale*: Juvenile black dragon; *CR* 6 ; Medium-size dragon; *HD* 13d12+26; *hp* 110; *Init* + 4 (Improved Initiative); *Spd* 60 ft., fly 150 ft. (poor), swim 60 ft.; *AC 22 (+ 12 natural), touch 10, flat-footed 22*; *Atk* + 16/ + …

  • Darkness

    "Darkness":http://www.dandwiki.com/wiki/SRD:Darkness

  • FF 53

    *53. Nightscale’s Hoard* The dragon keeps her treasure on this small island in the lake. If the party avoided attracting her attention in area [[FF 51]] or [[FF 52]], the dragon dozes here. Allow Nightscale a *[[Listen]] check against the party’s worst …

  • FF 54

    54. The Dragon’s Passage This small pool contains an underwater passage linking the Black Lake to the Dark Mere on the east side of the Stone Tooth. The passage is approximately 700 feet long (all submerged). Nightscale can negotiate it easily enough, …

  • potion dealer

    The caster level for a standard potion is the minimum caster level needed to cast the spell (unless otherwise specified).

  • Blanderic's Potions

    |West of a monolith of rune-carved stone, the street outside is filled with strange languages and accents.The shop is a single storey timber framed building, with a smooth stone floor. It is dimly lit by a few candles and fairly shabby.| Gp limit: 15, …

  • Thrinarv's Wondrous Apothecary

    |This narrow shop has a stone facade with an antique sign. Inside, the well worn fine wooden floor creaks beneath your feet. The air is scented with the complex aroma of many herbs| !http://i42.photobucket.com/albums/e317/jmocoohay/E8906012-8304-4FFE- …

  • Gerheim's Arms and Armor

    |This shop is located just beyond the main bustle of the market district. The street outside is strewn with debris from an overturned cart. The shop is a two-storey timber and brick building, with dwarf-wrought iron furnishings. Every piece of metalwork …

  • Thrinarv's Sanitizer

    "To disinfect area, add to hot water and wash thoroughly" Flask contains enough sanitizer to wash a single limb 10 times or bathe twice Price: 25 gp ___________________________ Back to [[Thrinarv's Wondrous Apothecary]]

  • Thrinarv's Powder of Purification

    "For the purification of drinking water" This pouch contains enough powder to purify 8 gallons of water. Doesn't need to be used all at once. Price: 12 gp ___________________________ Back to [[Thrinarv's Wondrous Apothecary]]

  • Thrinarv's Tincture of Purification

    "A spoonful to ease digestion. A shot to aid in neutralizing imbibed poisons. For best results, drink immediately" Bottle of 4 doses: 35 gold ___________________________ Back to [[Thrinarv's Wondrous Apothecary]]

  • Thrinarv's Philter of Purification

    "Inhale once deeply to improve respiratory ailments." This can be used to safely breathe foul air for a short time. Price: 65 gp ___________________________ Back to [[Thrinarv's Wondrous Apothecary]]

  • Thrinarv's Cure All Elixir

    "Apply directly to flesh wounds for quick healing. Imbibe for aid with digestion. Add to bath to sanitize. Boil and inhale for relief of respiratory ailments." Bottle contains 5 doses. applying to skin: 1 dose Drinking it: 2 doses Washing: 2 doses …

  • Thrinarv's All Purpose Ointment

    "For the general improvement of life. Safe for internal use. Use responsibly" Price: 30 gp ___________________________ Back to [[Thrinarv's Wondrous Apothecary]]

  • Thrinarv's Healing Ointment

    "Apply generously to wound for quicker healing" Heals hp amount hourly based on heal check. Price: single application jar: 40 gp 3 application jar: 110 gp 5 application jar: 175 gp ___________________________ Back to [[Thrinarv's Wondrous …

  • Bridgeport stats

    !http://i42.photobucket.com/albums/e317/jmocoohay/16102EC9-52F2-4584-B0AA-1B879A237ABB_zpsref6sgf3.jpg! ___________________________ Back to [[Bridgeport]]

  • Bridgeport districts 15 Warehouse district

    |The massive warehouses that give this district its name dominate the landscape. The streets are devoid of life except for the occasional delivery wagon and the guards who stand watch at some warehouse doors.| *Services, Poor* Teamster Carter …

  • Bridgeport districts 18 Warehouse district

    |The massive warehouses that give this district its name dominate the landscape. The streets are devoid of life except for the occasional delivery wagon and the guards who stand watch at some warehouse doors.| *Services, Poor* Boater Carter …

  • Bridgeport districts 22 Warehouse district

    |The massive warehouses that give this district its name dominate the landscape. The streets are devoid of life except for the occasional delivery wagon and the guards who stand watch at some warehouse doors.| *Services, Poor* Fence 1 Fence 2 …

  • Bridgeport districts 20 Garrison

    |Some soldiers march to and fro in groups, while others stand at attention, and still others drill for combat. Shouted commands and marching songs fill the air.| *Temples* Temple of Heironeous *Lodging* Inn Poor Inn *Food* Tavern 1 …

  • Bridgeport districts 17 Civic

    |Robed bureaucrats scurry from appointment to appointment, and nobles travel with their retinues. The main building is a stately struc- ture with plenty of statuary and inscriptions.| *Temples* Temple of Heironeous *Lodging* [[The Golden Mug]] …

  • Bridgeport districts 17 Professionals

    |This district features row upon row of quiet shops and offices. Their signs advertise everything from translation services to wilderness guides to architectural design. | *Temples* Temple of St. Cuthbert Shrine of Yondalla *Lodging* Inn 1 …

  • Bridgeport districts 9 Civic District

    |Robed bureaucrats scurry from appointment to appointment, and nobles travel with their retinues. The main building is a stately structure with plenty of statuary and inscriptions.| *Temples* Temple of Heironeous *Lodging* [[The Golden Mug]] …

  • Sage

    !http://i42.photobucket.com/albums/e317/jmocoohay/B05A15E2-40BE-4FF2-B9EA-892A5340A255_zps8tpivtbq.jpg!

  • Bridgeport districts 8 Park District

    |Clusters of trees, landscaped flowerbeds, and lawns of trimmed grass dominate the landscape. The air smells fresher here than it does elsewhere in the city.| *Temples:* Temple of Obad-Hai Druid Circle *Food* Fine Tavern 1 Fine Tavern 2 …

  • Bridgeport districts 19 Average Residential

    |Children play in the streets of this district, and the younger ones are often chased by older siblings. Neat rows of houses line the thoroughfares.| ___________________________ Back to [[Bridgeport map]]

  • Bridgeport districts 21 Professionals

    |This district features row upon row of quiet shops and offices. Their signs advertise everything from translation services to wilderness guides to architectural design.| *Temples* Temple of St. Cuthbert Shrine of Olidamarra *Lodging* Inn 1 …

  • healer

    WBGB: Healer: A character who knows something about the healing arts (in other words, the Healing non-weapon proficiency). Rural healers tend to be wise women or hedge wizards, but larger towns may support more skilled healers. …

  • Bridgeport districts 24 Inn district

    |Music and laughter wafts from the open doors of half a dozen inns and commonhouses. Each offers the promise of food, drink, dancing, or perhaps even more exotic diversions.| *Lodging* Average Inn 1 Average Inn 2 Poor Inn 1 Poor Inn 2 Poor …

  • Bridgeport districts 26 Necropolis

    |This district is quiet and orderly. Rows of tombstones and crypts stand silent guard over the dead.| *Temples* Shrine of Wee Jas ___________________________ Back to [[Bridgeport map]]

  • Striped Toadstool

    Type: Ingested poison Initial damage: 1 Wis Secondary damage: 2d6 Wis + 1d4 Int CL: 1 DC: 10/11 Price: 180 gp

  • Skinfernal Powder

    Type : Contact poison — Powder Initial damage: 1d4 Cha Secondary damage: 2d4 Cha CL: 3 DC: 16/16 Skinfernal Powder causes living skin or hide to immediately erupt in bright red boils and weeping sores, the pus of which is highly pungent (Fort …

  • Npc Level Distribution

    --80% chance that NPC is a relevant shopkeeper. If not, cross off.-- --Put all exotic trades, fine trades, and fine services on a page. Assign by random roll.-- ___________________________ Back to [[City]]

  • Salay's Vault

    8 Park District Magic Item Dealer (General) 9 Description The shop is a two-storey building of polished marble, with a yellow tile roof and tall elf-wrought wooden shelves. It is protected by magical guards and wards. Shopkeeper The shopkeeper …

  • Beini and Gared's Armor and Shields

    9 Civic District Magic Armor Dealer 3 Description The shop is a single storey stone-walled building, with dwarf-wrought iron furnishings. The surrounding yard is filled with scorch marks and craters. Shopkeeper The shopkeeper is a slender male …

  • The Dragon's Blades

    9 Civic District Magic Weapon Dealer 17 Description The shop is a three-storey tower of conjured stone, with carved wooden doors. It is protected by a sword-wielding automaton. Shopkeeper The shopkeeper is a willowy female halfling named Ilyn. …

  • Orbed's Potions

    9 Civic District Potion Dealer 5 *Description* The shop is a single storey stone-walled building, with a tiled mosaic floor. It is dimly lit by a few candles and fairly shabby. *Shopkeeper* The shopkeeper is a thin male human named Orbed. He is …

  • Vena's Scriptorium

    9 Civic District Scroll Merchant 10 Location In an adventurers quarter known for its heroic explorers. The street outside is lined with monstrous skulls impaled upon spears. Description The shop is a two-storey timber and brick building, with a …

  • Dafina's Oils and Elixirs

    10 Professionals Alchemist 5 Location In an adventurers ward known for its resident titan, a cyclopean giant named Posebo. The street outside is crowded with drunken brawlers. Description The shop is a three-storey tower of living wood, with …

  • Guilure's Alchemy

    21 Professionals Alchemist 5 Location In an arcane ward, surrounded by hidden alleys and alchemical forges. Its neighbors include the workshop of a female half-orc runecarver named Ergadana and a verdant public garden. Description The shop is a …

  • Bridgeport Temples

    2 Slums Temple of Olidamarra 3 Slums Temple of Pelor 4 Professionals Temple of Hextor Shrine of St. Cuthbert 5 Waterfront Temple of Obad-Hai 6 Castle Calithor Chapel of Heironeous 8 Park District Temple of Obad-Hai Druid Circle …

  • Bridgeport Trades, Exotic

    4 Professionals Magic Items Dealer (General) 5 [[Gweir and Zelstine's Oddities]] 8 Park District Alchemist 5 [[The Unicorn's Alchemy]] Magic Item Dealer (General) 9 [[Salay's Vault]] 9 Civic District Magic Armor Dealer 3 [[Zirin and …

  • Bridgeport Trades, Fine

    4 Professionals 19 [[Vedasto Del Bene]] 8 Park District 4 13 Shops 4 16 Marketplace 8 ___________________________ Back to [[Bridgeport places|Places of Interest]]

  • Bridgeport Services, Fine

    4 Professionals Sage 5 8 Park District Spellcaster For Hire 1 Spellcaster For Hire 2 9 Civic District Sage 5 10 Professionals Spellcaster For Hire (arcane) 11 Guildhall district Sage 3 16 Marketplace Sage 3 17 Professionals …

  • Zirin and Gaisa's Armory

    9 Civic District Magic Armor Dealer 3 Description The shop is a single storey stone-walled building, with dwarf-wrought iron furnishings. The surrounding yard is filled with scorch marks and craters. Shopkeeper The shopkeeper is a tall female …

  • Bridgeport West Road

    *West Road* 10 miles away: Hilly land gives way to flat, fertile soil. Farms dot the landscape up until the last half mile. Elothial River, West Bank: The last half mile before the west bank is packed with various using the force of the river to …

  • Bridgeport Landmarks, Etc

    [[Bridgeport West Road|West Road]] ___________________________ Back to [[Bridgeport places|Places of Interest]]

  • Freyjah

    *Wondrous items: Reyna's Wonder Emporium* Kinda like a magic pawn shop/antique store. Run by a half elven woman who has vitiligo as well as heterochromias in her eyes. Shes very friendly and will try to swindle you out of your gold but is also very …

  • Gweir and Zelstine's Oddities

    |_.Item|_.Price (gp)| |[[Elixir of Swimming]]|250| |[[Quaal's Feather Token, Bird]]|300| |[[Quaal's Feather Token, Tree]]|400| |[[Boots of the Winterlands]]|2,500| |[[Bottle of Air]]|7,250| ___________________________ Back to [[Bridgeport …

  • The Unicorn's Alchemy

    |_.Item|_.Price (gp)| |[[Tindertwig]]|1| |[[Acid (flask)]]|10| |[[Smokestick]]|20| |[[Thunderstone]]|30| |[[Antitoxin (vial)]]|50| |[[Everburning Torch]]|150| |[[Temperant Paste, Wood]]|312| ___________________________ Back to [[Bridgeport …

  • Temperant Paste, Wood

    A+H pg. 97 *Temperant Pastes [Alchana; Special]* !http://i42.photobucket.com/albums/e317/jmocoohay/E54B0331-9886-4398-872C-0C3004EFD596_zpstpdfkpbn.jpg! Smearing this dull gritty paste on an item temporarily increases the hardness of the item. …

  • The Emerald Candle Inn

    Low, wide building. Dark interior. At night, illusory green flames are lit on candles in the windows. ___________________________ Back to [[Sylvandale Civic District|Civic District]]

  • The Os Pythones

    *History* A secretive brotherhood of necromancers and sages. Agents of a distant, uncaring and imperceptible power. Keepers and seekers of lost knowledge, particularly of occult and the dark arts. Formed in secret by refugees of [[The Pythian …

  • Sylvandale Gangs

    !http://i42.photobucket.com/albums/e317/jmocoohay/91990D9B-B05F-4A8D-BD98-9C860CA8D2AC_zpsav76erbf.jpg! %{color:yellow}1.% [[The United Front]] %{color:purple}2.% [[The Crimson Fangs]] %{color:blue}3.% [[The Nightblades (Sylvandale)]] [[ …

  • The Ruby Cup Inn

    |Two story building cross the street from the brewer's guildhall. Weather worn stone walls. Single row of bushes to either side of the front door. Shutters and front door are painted bright red. Front door gives way to a large, open bar and dining hall. …

  • Galados

    !http://i42.photobucket.com/albums/e317/jmocoohay/7F6B3DEF-B9C6-43D0-99AA-D57A6A20376E_zpsbrc0wopl.jpg! *Cities* [[Torefleur]]•• *[[Etenneron]]* ••[[Londefleur]]••[[Dallegate]] *Small Communities* [[Cat-les-beuf]]••[[Martot]]••[[Letanbourg]]••[[ …

  • Elsir Vale

    !http://i42.photobucket.com/albums/e317/jmocoohay/007024E7-F0E9-4F02-B179-4370893A4F35_zpsgtvm7gm8.jpg! "Map":https://mark-1.obsidianportal.com/maps/66731 [[Elsir Vale Settlements|Settlements]] [[Elsir Vale Groups|Groups]] …

  • Tristor Gatehouse

    |A tall gatehouse constructed from the same lumber as the hamlet ’s stockade wall ls marks Tristor’s main gate. To each side of the gate, the Tristorans have painted large blue full moons partially eclipsed by a smaller, waxing moon. The paint is fresh, …

  • Tristor Garrison

    A large thatch-roofed building peeks above a 20-foot-tall wooden stockade. The massive wrought-iron gate stands open, revealing an open yard in which about a dozen warriors in padded armor spar with longswords. A large man in chainmail directs their …

  • Tristor Jail

    |A squat, drab stone building stands in the shadowy corner of the garrison courtyard. A heavy, ironbound door marks the structure’s southern wall, framed by two barred windows. Two sets of criminal stocks stand empty before the building.| This is …

  • Go Directly To Jail

    Throughout this adventure, the PCs may find themselves in Tristor’s jail for a number of different reasons. If arrested for suspicious behavior, such as skulking around at night (first offense only), having a lousy explanation for owning a goblin map, or …

  • The Sogenford Inn

    |A three-story white stucco building with black shutters stands just inside Tristor’s main gate. Sounds of conversation beyond two large double doors can be heard. A small lad, perhaps 10 years old, stands in front of a hitching post, where several …

  • Sogenford Inn Farmers

    |Two middle-aged human men wearing straw hats and dressed in dirty, well-used clothing hunch over a table filled with empty mugs. They speak in hushed whispers, casting furtive glances around the inn.| These farmers will not speak to the PCs, …

  • Sogenford Inn Men in Leather

    |Two young human men dressed in leather armor sit around a large table, feasting on beef stew. Their loud, boasting voices dominate the common room.| These toughs, Rennit and Stiv, are more trouble than they are worth. Bullies from a neighboring …

  • Sogenford Inn Drunken Halfling

    |Nestled in a corner near a warm fireplace is the body of a small halfling male dressed in a fine suit of supple leather. The man rests against the wall, his head tilted to the side in sleep. An empty bottle lies on its side in a puddle near his left leg …

  • Sogenford Inn Soldiers

    |Three uniformed figures sit at a long table near the rear of the bar. Two men chat with one another while cutting into large chops of mutton while the third figure, a female half-elf, surveys the common room. All three are armed with longswords, and …

  • Jagadis Deadknife

    ==male human Rgr6: CR 6; Medium-size humanoid; HD 6d10+18; hp 60; Init +I (Dex); Spd 30 ft.; AC 13; Atk +12/+7 melee (ld4/crit 18. 20/x2, kukri), +7/+2 ranged (ld8/crit ~3, longbow); SA Favored enemies: Animals +2, Vermin +I; AL CE; SV Fort +8, …

  • Legend of The Fearless Mountains

    [[Tale 1]]: *Lost Uxabhi Gold or Brother Elman’s Story* [[Tale 2]]: *The Lost Mine* [[Tale 3]] *Stories of the Knights’ Lost Gold Vein* [[The Uxabhi]]

  • Tale 2

    *The Lost Mine* This tale involves two Tausch men, Holger Schaus (or Scheis, Shautzer, Shautz, Schaurzer, Schaltz, et cetera) and Ansgar Scheurer. However, Clare argued that there is a strong likelihood that there never was a second man named Scheurer, …

  • Fallholt

    (Possibly Red Rock) ___________________________ Back to [[Legend of The Fearless Mountains]]

  • Tale 1

    *Lost Uxabhi Gold or Brother Elman's Story* In this story (actually two interconnected stories), members of the Uxabhi tribe are said to have a very rich gold mine located in the Fearless Mountains. Famed Uxabhi Yacxultha is sometimes mentioned in …

  • Tale 3

    *Stories of the Knights' Lost Gold Vein* In yet another version of the tale, two (or more) Galadian knights are said to have discovered a vein of almost pure gold in or near the Fearless Mountains. The knights are alleged to have presented some of the …

  • Lux

    !https://s-media-cache-ak0.pinimg.com/originals/2b/5c/bf/2b5cbf1aa6efff757d445784f2f23d89.jpg! [[Lux History|History]] [[Lux Geography|Geography]] "Names":http://fantasynamegenerators.com/lovecraftian-names.php#.WLIVooY8KEc First emporer: [[ …

  • Elsir Vale Settlements

    !http://i42.photobucket.com/albums/e317/jmocoohay/007024E7-F0E9-4F02-B179-4370893A4F35_zpsgtvm7gm8.jpg! *Cities* [[Brindol]] [[Dennovar]] *Towns* [[Drellins's Ferry]] [[Elsircross]] [[Hammerfist Holds]] [[Marthton]] [[Red Rock]] …

  • Regions

    [[File:369580 | class=media-item-align-none | image.jpg]] Northern Continent: Eobora Others: Estria Eruan Eadros Isura Erus Aelogias 1. [[Avralor]] English, German, 2. [[Northwest]] Viking 3. [[Central]] Greek 4. [[North Central]] …

  • Red Rock

    Small Town Population [[Red Rock Map|Map]]--[[Red Rock Stats|Stats]]---[[Red Rock Groups|Groups]]--[[Red Rock History|History]] ___________________________ Back to [[Elsir Vale Settlements|Settlements]]

  • Red Rock History

    Red Rock: Rich copper veins in the high foothills of the Giantshield Mountains eventually gave rise to the rough-and-tumble mining town of Red Rock. In addition to the copper mines, Red Rock also serves as a trading post for trappers, hunters, and …

  • Tristor Stables

    |Nestled between the high walls of the village inn and Tristor’s eastern stockade wall is a long structure surrounded by a high wooden fence. A half dozen horses and three mules stand within the fence. A dark-skinned, shirtless man walks from animal to …

  • Baugs Brewery

    |The smell of hops and malt wafts over the low stone wall of a large, wooded yard. Beyond the open gate, two stout dwarves roll a barrel from the front door of a one-story structure to a wagon parked nearby, The dwarves shoulder the barrel into the …

  • Tristor Trader

    |A large two-story building stands just off the western edge of Tristor’s main road. The door has been propped open, revealing several shelves within. A large sign depicting a sword and a wheel of cheese dangles by a chain from the overhanging second …

  • Tristor Blacksmith

    |This low brick building is covered with black soot and dirt. The front doors stand wide open and the sounds of clanging metal can be heard from within.| The shop’s cramped interior pulses with heat from the large hearth against the back wall. The …

  • Church of Phaltus

    |A set of stairs leads up a small hill dominated by one of the largest structures in Tristor. Obviously a temple, the lowest story of the bui lding is comprised of stone masonry. The rest of the church, including a thin steeple nearly 60 feet tall , has …

  • Tristor Temple

    |A set of stairs leads up a small hill dominated by one of the largest structures in Tristor. Obviously a temple, the lowest story of the bui lding is comprised of stone masonry. The rest of the church, including a thin steeple nearly 60 feet tall , has …

  • Potion of Protection From Evil

    *Abjuration* [Good] *Level*: 1 *Duration*: 1 minute (D) *Price* 50 gp This potion wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance …

  • Potion of Speak With Animals

    *Divination* *Level*: 1 *Duration*: 1 minute *Price* 300 gp You can comprehend and communicate with animals. You are able to ask questions of and receive answers from animals, although the spell doesn’t make them any more friendly or …

  • The Home of Jagadis Deadknife

    |A small path leads from the edge of the Yol River to a dense copse of pine trees within Tristor’s walls. A small shack stands in the shadows at the end of the path. Animal skins stretched on racks are situated around the shack. Animal skulls have been …

  • Druids Abode

    |A footpath leads from Tristor’s main gate to a copse of trees northeast of town. The path twists and turns through the trees until it ends at the base of a small knoll surrounded by stone pillars. In the center of this clearing rests a small cottage …

  • Tristor Mill

    |Near Tristor’s northern wall, a two-story structure stands on the eastern bank of the Yol River. A massive wooden water wheel dips beneath the surface of the river, the current turning it very slowly. An empty wagon stands before the house, and small …

  • Elsircross

    [[Elsircross Map|Map]]--[[Tristor Stats|Stats]]--[[Tristor Groups|Groups]]--[[Tristor History|History]] ___________________________ Back to [[Elsir Vale Settlements|Settlements]]

  • The Road To Tristor

    |Dry winds cut across the small but well worn road in the Elsir Vale. It has been hours since you passed the last settlement, and only a handful of rustic, often abandoned farmsteads suggest that this is inhabited country at all. As your party rounds a …

  • The Heroes Who Came To Dinner

    If the heroes spend the night in the house of Gaeren Aramis, they find their hosts cheery and pleased for the company. Gaeren sends Brynn to cook up a nice steak dinner for the heroes, explaining that his favorite cow was killed last night, and he does …

  • Orc

    "Orc":http://www.dandwiki.com/wiki/SRD:Orc [[FATOrc]] TLCOB: ==CR 1/2; SZ M [Orc]; HD 1d8+1; hp 5 each; Init +0; Spd 30 ft.; AC 13, touch 10, flat-footed 13; BAB/Grap +1/+4; Atk +4 melee (1d12+3, greataxe, crit X3), or +1 ranged (1d6+3, javelin, …

  • To Tristor!

    |At last the hamlet of Tristor comes into view. Perhaps forty whitewashed, thatch-roofed structures stand protected by a simple wooden stockade. The buildings are dominated by two tall structures, a threestory peak-roofed dwelling that appears to be an …

  • The Hanging Tree

    The PC's discover a bundle of dried flowers at the base of the trunk. The flowers are at least two weeks old and bound together with a small piece of string. A *[[Search]] check (DC 10)* reveals a patch of dead bark about the width of a rope on one of …

  • The Hunter

    |As you approach within shouting distance of Tris- tor, the gate opens, revealing a handful of men in chainmail armor standing within. A man on horseback emerges from the gate, moving swiftly in your direction. He wears crude hide armor and swings a …

  • Tristor

    [[Tristor Map|Map]]---[[Tristor Info|Info]] Under normal circumstances, the hamlet of Tristor is welcoming if somewhat superstitious and religious intolerant locale. The recent animal mutilations, coupled with the ever-present fear of orcish …

  • Tristor Map

    !http://i42.photobucket.com/albums/e317/jmocoohay/CDE80942-F6C6-488D-912F-304FE42FA64F_zpsmahxqnqv.jpg! "Map":https://mark-1.obsidianportal.com/maps/66709 1. [[Tristor Gatehouse|The Gatehouse]] (EL 2) 2. [[Tristor Garrison|The Garrison]] 3. [[ …

  • The Endless Plains

    *Scale*: *Capital*: *Government*: *Races*: *Religion*: *Military*: *Technology*: *Magic*: *Trade*: *Groups*: [[Tribes of Rhest]] North of the mountains at the edge of Elsir Vale lies a great windblown sea of dry …

  • Tristor Info

    *Rumors Overheard in Tristor* While visiting the hamlet, most heroes will attempt to learn more about the recent happenings, either by roleplaying with the residents of the town or by using the *[[Gather Information]] skill (DC 20, as the Tristorans …

  • The Farms of Tristor

    [[The Selford Farm]] [[Investigating the Barn]] [[The Bull]] [[Moving On]] [[The Bosko Farm]] [[Following the Bear Tracks]] [[The Cullen Farm]] [[Jagadis Deadknife 2]] [[Revenge]] ___________________________ Back to [[Current …

  • Investigating the Barn

    Reuven resolved to begin his attacks on the residents of Tristor with a bang. Using a fireball scroll he picked up in the Bandit Kingdoms, the Uxabhi immolated the Selford barn, leaving the remaining walls extremely unstable. If these walls are touched. …

  • The Selford Farm

    It takes two hours to reach the Selford farm by foot, traveling on the main road west ofTristor, about half that if the characters are mounted. |A well-worn path diverges north from the main road, over a small hillock. The fields nearby show signs …

  • The Bull

    El 2: The calf in the barn was not the only survivor of Reuven’s cruel attack. Cedric, the family bull, managed to escape death at the hands of the bear, though it is wounded and mad with pain. Afraid to leave the farmstead, the bull wanders the wheat …

  • Moving On

    The bear tracks surrounding the barn lead to the east, through the Selford fields and into the nearby woods. Should the PCs follow the trail, they eventually emerge upon a neighboring farmstead (see [[The Bosko Farm]], below). If they decide to return …

  • The Bosko Farm

    If the PCs follow the bear trail from the Selford farm, they emerge from a light woods onto the property of Surd Bosko and his wife, which has just been hit by Reuven and his bear. The bodies of the Boskos and animals are fresh. As you get closer you …

  • Following the Bear Tracks

    If the heroes follow the tracks, they find that they lead to another nearby farm. The tracks circle the farm, but they do not go to the house or the barn. Regardless of the PCs’ tracking skill, they lose the trail at this site (Reuven, suspicious that …

  • The Cullen Farm

    A small, two-story farmhouse.stands at the center of a yard ringed by a low stone wall. An animal pen beyond the home lies empty, its tall wooden door creaking quietly as it swings open and shut in the wind. Faint candlelight emerges from closed shutters …

  • Jagadis Deadknife 2

    ATsome point, the PCs decide to return to Tristor to report their findings to Constable Parsons. When they do so, continue with the fol lowing: |The road to Tristor seems barren and lifeless. Sparse growths of wheat line either side of the highway. …

  • Revenge

    Given Jagadis’ comments about the constable waiting for the party near the copse of trees nearby, most parties probably approach the location. If they do so, they can find the constable’s horse tethered to a tree off the eastern edge of the road. PCs …

  • Track

    "Track":http://www.dandwiki.com/wiki/SRD:Track

  • Return to Tristor

    The return trip to Tristor is without incident. Any resident of Tristor can identify the Burrens as a human farming family who own land southeast of the city, The Burrens harvest wheat, but specialize in beef cattle. Those who know of the family can give …

  • First Night in Tristor

    On the first night after the PCs arrive at Tristor, Reuven and his trained circus bear strike to the west of the town, at the farm of Tarn Selford. Whether the PCs sleep at the Sogenford Inn or at the mill, the sound of Tristorans congregating by the …

  • The Constable

    If the heroes question the constable before leaving to investigate the Selford farm, they learn that the mutilations started about a month ago. In the beginning they were very sporadic. In fact, the constable believes it is possible the animal mutilations …

  • The Burrens Farm

    |About four dozen healthy cows graze in a large pen'outside the barn. Candlelight flickers from the farmhouse’s shuttered windows, and a plume of smoke rises from the home’s modest chimney| Farmer Burren and his wife are well aware of the animal …

  • The Attack

    As evening falls a deep fog begins to set in, creating an eerie, disturbing effect. The fog provides total conceal- ment beyond 10 feet to any creature on the Burrens farmstead (refer to table 8-10 "Concealment":http://www.dandwiki.com/wiki/SRD: …

  • Exit Jagadis

    |The bear and human tracks continue through the cold northland for several miles, eventually emerging in a small clearing near a stream. The remains of a roan horse lie near the stream. A broken longbow lies across the horse. The ground is spattered with …

  • The Fright at Tristor Creature Index

    [[Aam]] [[Anders Sogenford]] [[Arim]] [[Athones Trainees|Athone’s Trainees]] [[Bartho]] [[Brownie]] [[Brynn Aramis]] [[Cedric the Bull]] [[Constable Ebben Parsons]] [[Finney Goodbarrel]] [[Furthak]] [[Gaeren …

  • Aam

    p<>.male human Clr3: CR 3; Medium-size humanoid; HD 3d8+6; hp 20; Init +O; Spd 15 ft.; AC 10; Atk +3 melee (ld6/ld6, quarterstaff); SQBlind; AL LG; SV Fort +5, Ref +I, Will +8; Str 11, Dex 10, Con 15, Int 10, Wis 16, Cha 9. (5 ft. 3 in. tall) …

  • Anders Sogenford

    ==male human Bbn4: CR 4; Medium-size humanoid; HD 4d12+12; hp 36; Init +2 (Dex); Spd 40 ft.; AC 12; Atk +8 melee (ld12+4/crit l9- 20/x2, greatsword); SA Bbn rage 2X/day; SD Uncanny dodge; AL NG; SV Fort +7, Ref +3, Will +2; Str 17, Dex 15, …

  • Arim

    male elf Clr3: CR 3; Medium-size humanoid; HD 3d8+3; hp 24; Init +2 (Dex); Spd 30 ft.; AC 12; Atk +4 melee (ld6/ld6, quarterstaff), +5 ranged (lds/crit x3, longbow); AL LN; SV Fort +4, Ref +3, Will +5; Str 13, Dex 14, Con 12, Int 14, Wis 15, …

  • Athones Trainees

    ==male and female Coml: CR l/2; Medium-size humanoid; HD ld4+1; hp 3; Init +o; Spd 30 ft.; AC 11; Atk +I melee (Id8+l/crit 19-20/X2, longsword); AL LG; SV Fort +I, Ref +O, Will +O; Str 12, Dex 10, Con 12, Int 10, Wis 11, Cha 10. (5 ft. 6 in. …

  • Bartho

    ==(Abbot), male human Clrs: CR 5; Medium-size humanoid; HD 5d8+5; hp 28; Init +o; Spd 30 ft.; AC 10; Atk +3 melee (Id6-I, mace); AL LN; SV Fort +6, Ref +2, Will +8; Str 9, Dex 11, Con 12, Int 16, Wis 17, Cha 12. (6 ft. 1 in. tall) Skills and …

  • Brownie

    ==(brown bear): CR 4; Large animal; HD 6d8+24; hp 51; Init +l (Dex); Spd 30 ft.; AC 15; Atk +11/+11/+6 melee (Ids+8 [x2], claws; 2d8+4, bite); Face/Reach 5 ft. x 5 ft./l0 ft.; SA Improved grab; SQ Scent; AL N; SV Fort +9, Ref +6, Will +3. Str …

  • Cedric the Bull

    Cedric the Bull ==CR 2; Large animal; HD 5d8+15; hp 41 (currently 32); Init 10; Spd 30 ft.; AC 12; Atk +6 melee (ld8+6, butt); Face/Reach 5 ft. x 10 ft./S ft.; SQ Scent; AL N; SV Fort +7, Ref +4, Will +l; Str 18, Dex 10, Con 16, Int 2, Wis 11, …

  • Constable Ebben Parsons

    Constable Ebben Parsons ==male human Ftr4: CR 4; Medium-size humanoid; HD 4d10+8; hp 34; Init +S (+I Dex, +4 Improved Initiative); Spd 20 ft.; AC 21; Atk +9 melee (IdlO+5, masterwork bastard sword), +6 ranged (Ids+3 /crit ~3, mighty [Str 161 …

  • Finney Goodbarrel

    Finney Goodbarrel ==Male halfling Rog1 CR 1; Small humanoid; HD ld6+2; hp 9; Init +4 (Dex); Spd 20 ft.; AC 17; Atk +l melee (Idb/crit 19-20/X2, short sword), +l ranged (ld8/crit 19-20/X2, light crossbow); AL CG; SV Fort +2, Ref +7, Will + …

  • Furthak

    Furthak ==male half-arc Com2: CR 1; Medium-size humanoid; HD 2d4+2; hp 7 (currently 4, suffering from 3 points of subdual damage); Init +2 (Dex); Spd 30 ft.; AC 12; Atk +4 melee (Id?+3 subdual, unarmed strike); AL N; SV Fort +2, Ref +2, …

  • Gaeren Aramis

    Gaeren Aramis ==male human Com2: CR 1; Medium-size humanoid; HD ld4; hp 8 (currently 6); Init +O; Spd 30 ft.; AC 10; Atk +2 melee (ld6+2, pitchfork); SV Fort +I, Ref +O, Will +2; AL NG; Str 15, Dex 10, Con 13, Int 13, Wis 14, Cha 9. (5 ft. …

  • Gerbrun,

    ==male human Com2: CR 1; Medium-size humanoid; HD 2d4; hp s (currently 0); Init +O; Spd 30 ft.; AC 10; Atk +l melee (Id3 subdual, unarmed strike); AL N; SV Fort +0, Ref +0, Will +O; Str 12, Dex 10, Con 11, Int II, Wis 10, Cha II. (5 ft. 7 in. …

  • Gerbrun

    ==male human Com2: CR 1; Medium-size humanoid; HD 2d4; hp s (currently 0); Init +O; Spd 30 ft.; AC 10; Atk +l melee (Id3 subdual, unarmed strike); AL N; SV Fort +0, Ref +0, Will +O; Str 12, Dex 10, Con 11, Int II, Wis 10, Cha II. (5 ft. 7 in. …

  • Gubrah

    ==male bugbear Ftr2: CR 5; Medium-size humanoid; HD 3d8+3 + fighter 2dlO+2; hp 29; Init +l (Dex); Spd 30 ft.; AC 17; Atk +5/+5 melee (Id8/crit l9- 20, two-bladed sword), +S ranged (ld8/19-20, light cross- bow); SQ Darkvision, 60 ft.; AL CE; SV …

  • Hiram Falen

    ==male human Ftrl: CR 1; Medium- size humanoid; HD ldlO+l; hp 10; Init +I (Dex); Spd 30 ft.; AC 11; Atk +3 melee, +2 ranged; AL LG; SV Fort +3, Ref +l, Will +2; Str 15, Dex 12, Con 12, Int 11, Wis 10, Cha 13. (5 ft. 6 in. tall) Skills and …

  • Horse, Heavy

    ==CR 1; Large animal; HD 3d8+3; hp 16; Init +I (Dex); Spd 50 ft.; AC 13IAtk +6/+6 melee (ld6+3, hooves); Face/Reach 5 ft. x 10 ft./S ft.; SQScent; AL N; SV Fort +5, Ref +4, Will +2. Str 15, Dex 13, Con 15, Int 2, Wis 12, Cha 6. Skills and Feats: …

  • Sogenford Inn Jagadis Deadknife

    |An imposing figure in a dull brown hooded cloak sits at a small table in a secluded corner of the common room. He sips sparingly from a goblet, silently observing everyone in the room.| The hooded figure is Jagadis Deadknife, a demented hunter who …

  • Maccabin the Hunter

    ==male human War2: CR 1; Medium-size humanoid; HD IdlO; hp 8; Init +o; Spd 30 ft. (50 ft. when mounted); AC 13; Atk +4 melee (Id8 /crit 19-20/X3, longsword), +0 ranged (Id8/crit 19-20/X2, light crossbow); AL NG, SV Fort 1-3, Ref +O, Will -2; …

  • Meriss

    ==female human Com2: CR 1; Medium-size humanoid; HD 2d4; hp s (currently suffering from 3 points of subdual damage); Init +o; Spd 30 ft.; AC 10; Atk +l melee (id3 subdual, unarmed strike); AL N; SV Fort +0, Ref +0, Will +O; Str 12, Dex 10, Con …

  • FATOrc

    ==CR l/2; Medium-size humanoid; HD ld8; hp 4; Init +o; Spd 20 f t . ; AC 14; Atk t2 melee (ld12+3/crit ~3, greataxe), or +0 ranged (ld6t2, javelin); SQ Darkvision 60 ft., light sensitivity; AL CE; SV Fort t2, Ref i-0, Will -1; Str 15, Dex 10, …

  • Orc Sergeant

    ==male arc Bbn2: CR 2; Medium-size humanoid; HD 2d12t4 (Bbn); hp 16; Init +I (Dex); Spd 30 ft.; AC 15; Atk t5 melee (ld12+3/crit ~3, greataxe), or t3 ranged (ld6t2, javelin); SA Bbn rage l/day; SQ Dark- vision 60 ft., light sensitivity; SD …

  • Orc Shaman

    ==male arc Sorl: CR 1; Medium-size humanoid; HD ld4; hp 7; Init t2 (Dex); Spd 30 ft.; AC 12; Atk t0 melee (Id4/crit 19-20, dagger) or +2 ranged (ldlO/crit 19-20/X3, heavy crossbow); SQ Darkvision 60 ft., light sensitivity; AL CE; SV Fort tl, …

  • Owlbear (starving)

    ==CR 2; Large beast; HD 5dlOt20; hp 47 (currently suffering from 22 points of subdual damage); Init +I (Dex); Spd 23 ft.; AC 15; Atk: +5/+5/+0 (ld6t5 [x2], claws; ld8t2, bite); Face/Reach 5 ft. x 10 ft./5 ft.; SA Improved grab, hug; SQScent; …

  • Rennit

    ==male human War2: CR 1; Medium-size humanoid; HD 2dlOt4; hp 16; Init +O; Spd 30 ft.; AC 12; Atk +6 melee (ld8+3/crit 19-20, longsword), t2 ranged (ld8/crit 19-20, crossbow); AL CN; SV Fort t5, Ref to, Will +O; Str 16, Dex 10, Con 14, Int 8, …

  • Reuven the Uxabhi

    ==male human Sor4/Rog2: CR 5; Medium-size humanoid; HD 2d6t2 + 4d4t4; hp 26; Init +5 (+I Dex, +4 Improved Initiative); Spd 30 ft.; AC 13; Atk i-1 melee (ld4t1, claws), +I ranged (ld8/crit 19-20, light crossbow); SA Poison claws, sneak attack; …

  • Rontir Athone

    ==(Sergeant), male human FtrS: CR 5; Medium-size humanoid; HD 5dlOtlO; hp 40; Init t5 (i-1 Dex, +4 Improved Initiative); Spd 20 ft.; AC 20; Atk t9 melee (ld8+3/crit 17-20, longsword), +I ranged (ld8/crit 19-20, light crossbow); AL LG; SV Fort …

  • Sheaves Thunderash

    ==male human Drd8: CR 8; Medium-size humanoid; HD 8d6+8; hp 41; Init +O; Spd 20 ft.; AC 13; Atk +7/+2 melee (ldb/crit 18-20, master- work scimitar), +6/+1 ranged (ld4, sling); AL N; SV Fort +7, Ref +2, Will +9; Str 11, Dex 11, Con 13, Int 10, …

  • Stiv

    ==male human War2: CR 1; Medium-size humanoid; HD 2dlO; hp 11; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC 15; Atk +3 melee (ldb+l/crit 18-20, rapier), +3 ranged (ld8/crit 19-20, light crossbow); AL NE; SV Fort +3, Ref +3, …

  • Tadda

    ==female human Adp3: CR 1; Medium-size humanoid; HD 2d6+2; hp 14; Init i-1 (Dex); Spd 30 ft.; AC 11; Ark +l melee (ld4/crit 19-20, dagger); AL NG, SV Fort +2, Ref +2, Will +5; Str 10, Dex 12, Con 13, Int 14, Wis 15, Cha 11. (5 ft. 3 in. tall) …

  • Tasptaddle

    (black bear): CR 2; Medium-size animal; HD 3d8+6; hp 19; Init +l (Dex); Spd 30 ft.; AC 13; Atk +6/+6/+1 melee (ld4+4, claw [x2], ld6+2, bite); SA Poison claws; SQ Scent; AL N; SV Fort +5, Ref +4, Will +2. Str 19, Dex 13, Con 15, Int 2, Wis 12 …

  • Trebor Baug

    ==male dwarf Exp6: CR 3; Medium- size humanoid; HD 6d6+6; hp 24; Init -2 (Dex); Spd 20 ft.; AC 8; Atk +4 melee (ld4-1, dagger); AL N; SV Fort +3, Ref +0, Will +ll; Str 9, Dex 6, Con 13, Int 11, Wis 18, Cha 6. (5 ft. 3 in. tall) Sk& and Feats: …

  • Tristor Guards, human

    ==male or female War 1: CR l/2; Medium-size humanoid; HD ldlO+l; hp 6; Init +S (+I Dex, +4 Improved Initiative); Spd 30 ft.; AC 17; Atk +3 melee (ld8+2/crit 19-20, longsword), +l ranged (ld8/crit 19-20, light crossbow); AL LG; SV Fort +3, …

  • Tristor Guards, Half-elf

    ==male or femald.half-elf War 1: CR 1/2; Medium-size humanoid; HD ldlO+l; hp 6; Init +1 (Dex); Spd 30 ft.; AC 17; Atk +3 melee (ld8+2/crit 19-20, longsword), +l ranged (ld8/crit 19- 20, light crossbow); AL LG; SV Fort +3, Ref +l, Will -1; …

  • Tristor Resident, Human

    ==male or female human Corn1 : CR l/2; Medium-size humanoid; HD ld4; hp 2; Init +O; Spd 30 ft.; AC 10; Atk +0 melee (ld4/crit 19-20, dagger); AL LG; SV Fort +O, Ref +0, Will +O; Str 10, Dex 10, Con 11, Int 10, Wis 11, Cha IO. Skills and Feats: …

  • Tristor Resident, Half-elf

    ==male or female half-elf Coml: CR l/2; Medium-size humanoid; HD ld4; hp 2; Init +o; Spd 30 ft.; AC 10; Atk +0 melee (ld4/crit 19-20/x2, dagger); AL LG; SV Fort +O, Ref +O, Will +O; Str 10, Dex 10, Con 11, Int 10, Wis 11, Cha 10. Skrlls and …

  • Tristor Resident, Halfling

    ==male or female halfling Coml: CR l/2; Small humanoid; HD Id+ hp 2; Init +l (Dex); Spd 20 ft.; AC 12 (+I Dex, +l size); Atk -1 melee (Id4/crit 19-20, dagger); AL NG; SV Fort +I, Ref +2, Will i-1; Str 8, Dex 12, Con 11, Int 10, Wis 11, Cha 10. …

  • Vergun

    ==male dwarf War2: CR 1; Medium-size humanoid; HD 2d8+4; hp 13; Init +4 (Improved Initia- tive); Spd 20 ft.; AC 10; Atk +5 melee (ld6+2/crit 19-20, short sword), +2 ranged (ldlO/crit 19-20, heavy cross- bow); AL NE; SV Fort +5, Ref +0, Will + …

  • Wolverine

    ==CR 2; Medium-size animal ; HD 3d8+12; hp 25; Init +4 (Dex); Spd 40 ft., burrow 10 ft., climb 10 ft.; AC 16; Atk +7/+7/+2 melee (ld4+5, claws [x2], ld6+2, bite); SA Rage; SQ Scent; AL N; SV Fort +7, Ref +7, Will +2; Str 20, Dex 19, Con 19, …

  • The United Front

    Leader: Territory: inner slums Income: robbing the nobility, Nine Lives Gaming House and other legitimate businesses, protection money, black market, mercenaries, Motives: to foster public resentment against [[The Crimson Fangs]]. To gain …

  • The Crimson Fangs

    Leader: [[:harlan | Harlan Baines]] Notable Memebers: [[:reed-the-con | Reed the Con]] Territory: below slums, sewer network [[Crimson Fangs Hideout]] Income: burglarizing wealthy merchants, raiding merchant caravans protection money, corrupt …

  • The Nightblades (Sylvandale)

    Leader: Territory: Outer slums Income: smuggling, black market, extortion, blackmail, mercenaries Motives: to ensure that the proper dues are paid to the Nightblades Friends:[[The Nightblades]] Enemies: Sylvandale Merchants Contact: …

  • Cotn watch helpful leads

    •the murders aren't the work of a single person •someone was captured for the murders already. They say he was a demon. Killed 3 guards before he was restrained. Somehow committed suicide. The murders didn't stop. •the gangs in the old city may …

  • Cityscape Creatures

    [[City Guards]] 1/2, 4, 9 [[Street Thugs]] 1/2, 4, 9 [[Secret Cultists]] 1/2, 4, 9 [[Thieves]] 1, 5, 10 ___________________________ Back to [[NPCs]]

  • City Guard Rookie

    *CR* 1/2 Male or female human warrior 1 LG, LN, LE, NG, or N Medium humanoid *Init* + 4; *Senses* Listen + 2, Spot + 2 *Languages* Common *AC* 14, touch 10 flat-footed 14 (+ 4 armor) *hp* 6 (1 HD) *Fort + 3, Ref + 0, Will + 0* *Speed* 30 ft. ( …

  • City Guards

    [[City Guard Rookie]] [[City Guard Soldier]] [[City Guard Veteran]] ___________________________ Back to [[Cityscape Creatures]]

  • City Guard Soldier

    *CR* 4 Male or female human warrior 5 LG, LN, LE, NG, or N Medium humanoid *Init* + 4; *Senses* Listen + 3, Spot + 3 *Languages* Common *AC* 15, touch 10, flat-footed 15 (+5 armor) *hp* 28 (5 HD) *Fort* + 5, *Ref* + 1, *Will* + 1 *Speed* 30 …

  • City Guard Veteran

    *CR* 9 Male or female human warrior 10 LG, LN, LE, NG, or N Medium humanoid (human) *Init* + 4; *Senses* Listen + 4, Spot + 4 *Languages* Common *AC* 17, touch 11, flat-footed 17 (+ 6 armor, + 1 deflection) *hp* 55 (10 HD) *Fort* + 8, *Ref* + 3, …

  • Street Thugs

    [[Street Thug Rookie]] [[Street Thug Soldier]] [[Street Thug Veteran]] ___________________________ Back to [[Cityscape Creatures]]

  • Street Thug Rookie

    *CR* 1/2 Male or female human warrior 1 N, NE, CN, or CE. Medium humanoid *Init* + 4; *Senses* Listen + 2, Spot + 2 *Languages* Common *AC* 14, touch 10 flat-footed 14 (+ 4 armor) *hp* 6 (1 HD) *Fort + 3, Ref + 0, Will + 0* *Speed* 30 ft. (6 …

  • Street Thug Soldier

    *CR* 4 Male or female human warrior 5 N, NE, CN, or CE Medium humanoid *Init* + 4; *Senses* Listen + 3, Spot + 3 *Languages* Common *AC* 15, touch 10, flat-footed 15 (+5 armor) *hp* 28 (5 HD) *Fort* + 5, *Ref* + 1, *Will* + 1 *Speed* 30 ft …

  • Street Thug Veteran

    *CR* 9 Male or female human warrior 10 N, NE, CN, or CE Medium humanoid (human) *Init* + 4; *Senses* Listen + 4, Spot + 4 *Languages* Common *AC* 17, touch 11, flat-footed 17 (+ 6 armor, + 1 deflection) *hp* 55 (10 HD) *Fort* + 8, *Ref* + 3, * …

  • Secret Cultists

    [[Cult Initiate]] [[Cult Member]] [[Cult Leader]] *Adept Spell List* Adepts choose their spells from the following list. *0 Level*: create water, cure minor wounds, detect magic, ghost sound, guidance, light, mending, purify food and drink, …

  • Cult Initiate

    *CR* 1/2 Male or female human adept 1 Any alignment (but rarely good) Medium humanoid *Init* 0; *Senses* Listen + 1, Spot + 1 *Languages* Common *AC* 10, touch 10, flat-footed 10; Dodge *hp* 4 (1 HD) *Fort* + 0, *Ref* + 0, *Will* + 5 *Speed* 30 …

  • Cult Member

    *CR* 4 Male or female human adept 5 Any alignment (but rarely good) Medium humanoid *Init* 0; *Senses* Listen + 3, Spot + 3 *Languages* Common, empathic link *AC* 10, touch 10, flat-footed 10; Dodge *hp* 18 (5 HD) *Fort* +1, *Ref* +1, *Will* + …

  • Cult Leader

    *CR* 9 Male or female human adept 10 Any alignment (but rarely good) Medium humanoid *Init* 0; *Senses* Listen + 3, Spot + 3 *Languages* Common, empathic link *AC* 14, touch 11, flat-footed 14; Dodge (+ 3 armor, + 1 deflection) *hp* 35 (10 HD) …

  • Thieves

    [[Sneak Thief]] [[Burgler]] [[Master Thief]] ___________________________ Back to [[Cityscape Creatures]]

  • Sneak Thief

    *CR* 1 Male or female human rogue 1 N, NE, CN, or CE Medium humanoid *Init* + 5; *Senses* Listen + 2, Spot + 2 *Languages* Common, Halfling *AC* 13, touch 11, flat-footed 12 (+ 1 Dex, + 2 armor) *hp* 6 (1 HD) *Fort* + 0, *Ref* + 3, *Wil*l + 0 …

  • Burgler

    *CR* 5 Male or female human rogue 5 N, NE, CN, or CE Medium humanoid *Init* + 7; *Senses* Listen + 4, Spot + 4 *Languages* Common, Halfling *AC* 15, touch 13, flat-footed 12; uncanny dodge (+3 Dex, +2 armor) *hp* 20 (5 HD) Resist evasion Fort +1 …

  • Master Thief

    *CR* 10 Male or female human rogue 10 N, NE, CN, or CE Medium humanoid *Init* + 6; Senses Listen + 6, Spot + 6 *Languages* Common, Halfling *AC* 19, touch 13, flat-footed 16; Dodge, uncanny dodge, improved uncanny dodge (+ 3 Dex, + 6 armor) *hp* …

  • Victim 1 Ruby Cup

    Victim was a traveling silk merchant killed in room on second floor. Other customer heard sounds that could have been a struggle, but thought nothing of it. Body wasn't discovered until later the next day. Room has been locked up. PC's are allowed to …

  • Victim 2 Medyr Glasco

    Baglen Gwyn: Early 30's. Lame. From a hunting family in Baydon. Fell from a horse at an early age. Lame. Came to Sylvandale at 16 to make his own life. Worked and lived at stables. Like a son. Skilled enough to eventually take over. Occasionally went to …

  • Sylvandale Shipwright District Stable

    *Owner*: [[:baglen-gwyn | Baglen Gwyn]] *Stable hand*: [[:iwan-glines | Iwan Glines]] [[Victim 2 Medyr Glasco]] ___________________________ Back to [[Sylvandale Shipwright District]]

  • Victim 3 Lideni Kithleigh

    !http://i42.photobucket.com/albums/e317/jmocoohay/E3AF1293-66FC-425B-88B2-9CF60532F84C_zpsv7rzdgbr.jpg! *Cooper*: Gwent Mower 5, 6, worked as a serving girl, -spotted her talking to a hooded man twice. The last time was two days before the murder-. …

  • Elder Gods

    [[Tsaag-Nalta]] ___________________________ Back to [[Religion]]

  • Tsaag-Nalta

    !http://in1.ccio.co/pB/xF/aC/7d98e5846d2d602318358ddc0bcd5348.jpg! !http://i42.photobucket.com/albums/e317/jmocoohay/5BCEB15A-3067-4F22-93C8-E96F2C71A524_zpsnrx9mx7n.jpg! Lesser Elder demon/ demigod Seen as a faceless shaman with a spear, long …

  • Laric La Croix

    *City Record* La Croix appears in nothing but several documents (work contracts, purchase receipts, etc..) starting in 396 up until 399 when he is listed in tax records as an Galadonian immigrant working in a warehouse. He doesn't appear again until …

  • Investigating LaCroix

    *Asking Around* *Libraries* Temples, Arcane Guild *City Records* ___________________________ Back to [[The Cult of Tsaag-Nalta Flowchart]]

  • The Cult of Tsaag-Nalta Locations

    [[Leerstrom Estate]] [[Nine Lives Gaming House]] [[COTN Victims]] [[Sylvandale Sewers]] [[Bexley Estate]] •••••••••••••••••••••••••••••• [[UV Map|Finding Unknown Victim Map]] [[The Os Pythones Excavation]] [[Crimson Fangs Hideout]] …

  • COTN Victims

    [[Victim 1 Ruby Cup]] [[Victim 2 Medyr Glasco]] [[Victim 3 Lideni Kithleigh]] [[COTN Undiscovered Victim]] ___________________________ Back to [[The Cult of Tsaag-Nalta Locations|Locations]]

  • The Os Pythones Excavation

    [[OPE Story]] [[OPE Sewers]] [[OPE Caverns]] [[OPE Outer Vaults]] [[OPE Inner Vaults]] ___________________________ Back to [[Palette]]

  • The Cult of Tsaag-Nalta Info

    *DC 10* There have been a string of grisly murders in town *DC 10* the citizens of Sylvandale are frightened and growing increasingly angry with the authorities who can't seem to stop the murders. *DC 15* the murders all involve an execution …

  • OPE Vaults

    ___________________________ Back to [[The Os Pythones Excavation]]

  • Zythria

    The Isles of Zythria were once the mountaintops of a more ancient continent [[Zythrian Regions|Regions]] [[Zythrian Cities|Cities]] [[Zythrian History|History]] "Names":http://www.fantasynamegenerators.com/phoenician-names.php#.WPzoN4b3aEc …

  • Zythrian Cities

    Ixeor Apethar Iblikore Eroxius Aprius Ecnorim Aejestrum Orlore Cethar Cyfarihm Atstrum ___________________________ Back to [[Zythria]]

  • Past Civilizations

    [[The Andar]] [[The Elori]] [[Jokulsa]] [[Sembria]] [[Lux]] [[Zythria]] ___________________________Back to [[History]]

  • Luxian Cities

    [[Xaora]] [[Acxudrith]] [[C'thaldig]] [[Bhuthrul]] [[Zothrad]] [[Tixixr]] [[Zoggoss]] ___________________________ Back to [[Luxian Territories]]

  • Sembrian History

    |1,660|independence| ||kings| ||1st emperor| |924|1st Avralorian Campaign| |883|2nd Avralorian Campaign| |864|[[Belegras]] retakes Bridgeport| |881|3rd Avralorian campaign; Avralor conquered| |861|Bridgeport destroyed| |854|Galados Conquered| | …

  • Sembrian Kings and Emperors

    *1st King:* [[Damerius]] Title: Solaris *Last Solaris:* [[Cerephas the Chosen]] Erymanthus, Ampherion, Hallas, Cy, Dorion, Nysus, Galatas, Briareus, Damaris "Names {first 3}":http://fantasynamegenerators.com/hyborian-names.php#.WEMRroY8KEcI …

  • Os Pythones NPC's

    [[Os Pythones Initiate]] [[Os Pythones Yellow Skull]] [[Os Pythones Green Skull]] +Named+ [[:halos-the-desecrator | Halos the Desecrator]] ___________________________ Back to [[Os Pythones]]

  • Os Pythones Initiate

    M or F human DrN1 *CR* 1 Medium-size humanoid (human) *Hp* 1d6 (7) *Init* + 2 *Spd* 30 ft. *AC* 15 = + 2 Dex + 3 Studded Leather *Atk* Melee + 1 to hit and damage [[Battleaxe]] [[Scimitar]] [[Longsword]] [[Flail]] [[Warhammer]] [[ …

  • Concentration

    "Concentration":http://www.dandwiki.com/wiki/SRD:Concentration_Skill

  • Concentration

    "Concentration":http://www.dandwiki.com/wiki/SRD:Concentration_Skill

  • Spellcraft

    "Spellcraft":http://www.dandwiki.com/wiki/SRD:Spellcraft_Skill

  • Bestow Wound

    Transmutation Level: Dread necromancer 1, sorcerer/ wizard 1, Spite 1 Components: V, S, M Casting Time: 1 action Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes If …

  • Summon Undead I

    *Conjuration* (Summoning) [Evil] Level: Blackguard 1, cleric 1, dread necromancer 1, sorcerer/wizard 1 *Components*: V, S, F/DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels *Effect*: One summoned creature *Duration*: 1 round/level …

  • Os Pythones Yellow Skull

    M or F human DrN 4 *CR* 4 Medium-size humanoid (human) *Hp* 1d6 (24) *Init* + 2 *Spd* 30 ft. *AC* 16 = + 2 Dex + 4 chain shirt *Atk* Melee + 3 to hit + 1 damage [[Battleaxe]] [[Scimitar]] [[Longsword]] [[Flail]] [[Warhammer]] [[ …

  • Bane

    "Bane":http://www.dandwiki.com/wiki/SRD:Bane

  • Cause Fear

    "Cause Fear":http://www.dandwiki.com/wiki/SRD:Cause_Fear

  • Chill Touch

    "Chill Touch":http://www.dandwiki.com/wiki/SRD:Chill_Touch

  • Detect Undead

    "Detect Undead":http://www.dandwiki.com/wiki/SRD:Detect_Undead

  • Doom

    "Doom":http://www.dandwiki.com/wiki/SRD:Doom

  • Command Undead

    "Command Undead":http://www.dandwiki.com/wiki/SRD:Command_Undead

  • Death Knell

    "Death Knell":http://www.dandwiki.com/wiki/SRD:Death_Knell

  • Desecrate

    "Desecrate":http://www.dandwiki.com/wiki/SRD:Desecrate

  • False Life

    "False Life":http://www.dandwiki.com/wiki/SRD:False_Life

  • Gentle Repose

    "Gentle Repose":http://www.dandwiki.com/wiki/SRD:Gentle_Repose

  • Ghoul Touch

    "Ghoul Touch":http://www.dandwiki.com/wiki/SRD:Ghoul_Touch

  • Scare

    "Scare":http://www.dandwiki.com/wiki/SRD:Scare

  • Spectral Hand

    "Spectral Hand":http://www.dandwiki.com/wiki/SRD:Spectral_Hand

  • Summon Swarm

    "Summon Swarm":http://www.dandwiki.com/wiki/SRD:Summon_Swarm

  • Summon Undead II

    *Conjuration* (Summoning) [Evil] *Level*: Blackguard 2, cleric 2, dread necromancer 2, sorcerer/wizard 2 *Effect*: One or more summoned crea- tures, no two of which can be more than 30 ft. apart This spell functions like [[Summon Undead I]], …

  • Charnel Touch

    Negative energy flows through a dread necromancer’s body, concentrating in her hands. At will, but no more than once per round, she can make a melee touch attack against a living foe that deals 1d8 points of damage, +1 per four class levels. This touch …

  • Rebuke Undead

    A dread necromancer can rebuke or command undead creatures by channeling negative energy through her body. See the cleric class feature described on "page 33":http://www.dandwiki.com/wiki/SRD:Turn_or_Rebuke_Undead of the Player’s Handbook.

  • Brynn Aramis

    Brynn Aramis, ==female human Coml: CR l/2; Medium-size humanoid; HD ld4; hp 4; Init +I (Dex); Spd 30 ft.; AC 11; Atk -2 melee (ld4-2, dagger); SV Fort +2, Ref +I, Will +I; AL NG; Str 7, Dex 12, Con 14, Int 11, Wis 12, Cha 16. (5 ft. 3 in …

  • Brindol

    [[Brindol Map|Map]]---[[Brindol Stats|Stats]]--- Brindol: One of the largest settlements in the vale, Brindol is a prosperous farming community and caravan stopover located along the Dawn Way on the south bank of the Elsir River. Orchards of apple …

  • Brindol Stats

    *Brindol* (Small City): Conventional, nonstandard; AL NG, LE; 15,000 gp limit; Assets 6,300,000 gp; Population 8,400; Mixed (81% human, 8% halfl ing, 5% dwarf, 3% half-orc, 2% gnome, 1% elf). *Authority Figures*: Lord Kerden Jarmaath (NG male human …

  • Adratha

    *Demonyms* Adrathian "Names":http://fantasynamegenerators.com/hispanic_names.php#.V3CdKF_3anM *Scale*: Small Kingdom *Capital*: *Government*: Duke: El Hidalgo Knight: El Caballero *Races*: *Religion*: *Military*: * …

  • II Intro

    Sorcerer, is traveling the continent of Avralor searching for the man who destroyed her village. She has travelled down to Elsir Vale with a caravan for mutual protection. Along the way, Jumped by bandits on road. Meet another PC tied up in …

  • Brindol Map

    !http://i42.photobucket.com/albums/e317/jmocoohay/7FA58C3D-CFAB-435B-AF11-2726ACDD2B78_zps6jazlurl.jpg! 1. [[City Gates]] 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14.

  • Endhome

    !http://i42.photobucket.com/albums/e317/jmocoohay/12331036-8DE0-4A7E-B240-9E13BB1FF792_zps2cj7hgtw.png! [[Endhome Map|Map]]•••[[Endhome The Sewers|The Sewers]]•••[[Endhome Major NPCs|Major NPCs]]•••[[Adventures in Endhome]]•••[[Endhome Gather Info| …

  • Endhome Map

    !http://i42.photobucket.com/albums/e317/jmocoohay/7A2713D6-E5F8-44CA-A659-D43DF67F479C_zps4zmy4voq.jpg! 1. [[Endhome The City Gates|The City Gates]] +2. [[Endhome The Trading District|The Trading District]]+ 3. [[The Black Sheep Inn]] 4. [[ …

  • Endhome The Trading District

    [[Marketplace]] This is where business gets done in Endhome. If a merchant were looking to sell large quantities of goods to another, often foreign, merchant he would do so here. There are a number venues open to traders. The Open Houses-large …

  • The Black Sheep Inn

    This swank inn is known for its massive wine cellar and popularity among the city’s wealthiest locals. The upper dining room serves a six-course meal every night for the cost of 4 gp per person, and includes a fish course, a game course, fresh oysters, …

  • Heaven's Gate

    As the grandiosity of the inn's name suggests, Heaven’s Gate provides the most opulent and decadent lodging on the continent. The inn of favor for the wealthiest merchants and traders as well visiting royalty, it boasts 40 rooms all complete four-poster, …

  • Adventures in Endhome

    [[The Wererat Warren]] 1st-3rd [[The Slaving Princess]] 2nd-4th [[The Renegade Wizard]] 3rd-5th [[The Pulanti Estate]] 3rd-6th [[Finding Fenton]] Any [[The Lost Treasure Map]] Any [[Reward for the Greentree Bandits]] Any; climax for 3rd-5th …

  • The Slaving Princess

    [[The Slaving Princess Background|Background]] [[The Slaving Princess Adventure Hooks|Adventure Hooks]] [[The Slaving Princess How to Run|How to Run]] [[The Slaving Princess The Players|The Players]] [[The Slaving Princess Locations|Locations …

  • The Wererat Warren

    [[The The Wererat Warren Background|Background]] [[The The Wererat Warren Adventure Hooks|Adventure Hooks]] [[The The Wererat Warren How to Run|How to Run]] [[The The Wererat Warren The Players|The Players]] [[The The Wererat Warren Locations| …

  • The The Wererat Warren Background

    A Small Band of wererat thieves has taken up residence in the sewers. They are led by Tousice, a cunning rogue who has recently made a deal with the Pulantis to further his power.

  • The The Wererat Warren Adventure Hooks

    *Gather info DC 10* in slums: people are very careful going out at night. More and more people are vanishing. [[Endhome The Temple of St Cuthbert|The Temple of St. Cuthbert]] [[Kilkarins Missing Person Poster]] ___________________________ …

  • Endhome Government District

    |First Impression: Robed bureaucrats scurry from appointment to appointment, and nobles travel with their retinues. The main building is a stately structure with plenty of statuary and inscriptions.| [[Civic District]] Technically, Endhome is a …

  • Endhome The City Gates

    All three city gates, known, simply, as the North, South, and West gates, are more or less identical: Stout, iron bound double doors capable of being closed and barred at a moment’s notice, and manned by 2 foot soldiers. Caravans must pay an entrance tax …

  • Endhome The Bazaar

    |This district is awash in colorful signs and tents. The shouts of barkers rise above the noise of shoppers, and a dozen scents—everything from sweet perfumes to sizzling meats—fill the air.| [[Marketplace]] Just about anything and everything is for …

  • Endhome The Barracks

    |Some soldiers march to and fro in groups, while others stand at attention, and still others drill for combat. Shouted commands and marching songs fill the air.| [[Garrison]] This enclosed compound houses all of Endhome’s soldiers. The cross-shaped …

  • Palette 2

    [[Master Flowchart 2]] *Dungeon* *Town* [[Falcon's Hollow]] *Travel* [[Darkmoon Vale]] *Rest* *Battle* [[Improv Lists]] [[Random Generators]] [[Current Locations]] [[Current Developments]] [[Encounter Calculator]] [[ …

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