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***([[Finore the Crow]]), familiar, HP 11/11, AC 1, grants Hira +1 to saves when within 30' of her
 
***([[Finore the Crow]]), familiar, HP 11/11, AC 1, grants Hira +1 to saves when within 30' of her
 
**[[P'zev the Hairless]] (Geographer, Geologist, Historian, Magical Engineer), L6 Mage, HP 25/25, AC 1, Init +1  
 
**[[P'zev the Hairless]] (Geographer, Geologist, Historian, Magical Engineer), L6 Mage, HP 25/25, AC 1, Init +1  
***[[Bruna the Potter]], L4 Thief HP 5/5, AC 2, Init +0, +1 bonus to avoid surprise
 
***[[Gerey Cote]], L4 Thief, HP 16/16 AC 2, Init +0
 
 
**[[Hosfai]] (Navigator, Forager/Hunter), L6 Cerves Brave, HP 26/26, AC 9 (+1 leather +2 shield +2 dex +1 swashbuckling)
 
**[[Hosfai]] (Navigator, Forager/Hunter), L6 Cerves Brave, HP 26/26, AC 9 (+1 leather +2 shield +2 dex +1 swashbuckling)
 
**[[Ishka]] Bronze-skin (Caver, Lockpicker, Trapfinder), L7 Kobold Sneak, HP 31/31, AC 4 (+1 leather + 1 dex), Init +1 (+1 bonus to surprise underground) (+1 bonus to avoid surprise - Alertness), notice secret doors casually 18+
 
**[[Ishka]] Bronze-skin (Caver, Lockpicker, Trapfinder), L7 Kobold Sneak, HP 31/31, AC 4 (+1 leather + 1 dex), Init +1 (+1 bonus to surprise underground) (+1 bonus to avoid surprise - Alertness), notice secret doors casually 18+
 
***[[Tlilith Bronze-skin]], (Engineer, Architect), L4 Kobold Warrenguard, HP 17/17, AC 4 (+1 leather + shield), Init +0  
 
***[[Tlilith Bronze-skin]], (Engineer, Architect), L4 Kobold Warrenguard, HP 17/17, AC 4 (+1 leather + shield), Init +0  
***[[Yszal Bronze-skin]], L4 Kobold Warrenguard, HP 17/17, AC 4 (+1 leather + shield -1 dex +1 style), Init -1  
+
***[[Yszal Bronze-skin]], L4 Kobold Warrenguard, HP 13/17, AC 4 (+1 leather + shield -1 dex +1 style), Init -1  
 
***[[Anvan]], L5 Mage, HP 22/22, AC 2, Init +2
 
***[[Anvan]], L5 Mage, HP 22/22, AC 2, Init +2
 +
 +
*[[WoA_Rabanus | Rabanus the Raffish]] (Diplomat), L8 Mage. HP 18/18, AC 4. Rapier+1 6+ 1d6+2. Init 0.
 +
**[[WoA_Jabri_Vin | Jabri the Nightingale]] (Soloist), L6 Bladedancer. HP: 19/19, AC 6. Lawbringer 5+ 1d10+3. Init +1.
 +
**[[WoA_Pantera | Pantera the Pagan]] (Navigator), L6 Explorer. HP 28/28 AC 5. Spear+2 4+ 1d6+6. Longbow+1, 5+, 1d6+4 Init +2, Surprise +3.
 +
**[[WoA_Barste | Barste the Black]] (Infiltrator), L5 Assassin. HP 20/20 AC 5. Two-Handed Sword+1 5+ 1d10+4. Masterwork Composite Bow +1/+1 5+ 1d6+3. Init +1, Surprise +1.
  
 
*[[WoA_Xallijk | Xallijk]], L7 Nobiran Wonderworker, HP 25/25, AC 0
 
*[[WoA_Xallijk | Xallijk]], L7 Nobiran Wonderworker, HP 25/25, AC 0
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***[[WoA_Elbek | Elbek]], L3 Fighter, HP 11/11, AC 9
 
***[[WoA_Elbek | Elbek]], L3 Fighter, HP 11/11, AC 9
  
*[[Sir Harn, the Red Knight of Tisbury]], L8 Fighter, HP 51/51, AC 13 | Sword 0+, 1d6+9 dmg
+
*[[Sir Harn, the Red Knight of Tisbury]], L8 Fighter, HP 26/51, AC 13 | Sword 0+, 1d6+9 dmg
 
**[[Brother Hanston]], L6 Cleric, HP 22/22, AC 8 | Mace 6+, 1d6+2 dmg
 
**[[Brother Hanston]], L6 Cleric, HP 22/22, AC 8 | Mace 6+, 1d6+2 dmg
 
**[[Jeffed Ka]], L6 Fighter, HP 30/30, AC 12 | Init +1 | Sword 4+, 1d6+5 dmg  
 
**[[Jeffed Ka]], L6 Fighter, HP 30/30, AC 12 | Init +1 | Sword 4+, 1d6+5 dmg  
 
***[[Gur]], L5 Fighter, HP 20/20, AC 4 | Init +1 | Crossbow 4+, 1d6+3 dmg  
 
***[[Gur]], L5 Fighter, HP 20/20, AC 4 | Init +1 | Crossbow 4+, 1d6+3 dmg  
****[[Crowza Crow-friend]], L3 Paladin, HP 20/20, AC 8 | Init +1 | Battle Axe 8+, 1d6+2 dmg
 
****[[Masere Din]], L2 Bladedancer, HP 11/11, AC 5 | Init +2 | Polearm 10+, 1d10 dmg
 
 
***[[Jeder]], L5 Fighter, HP 29/29, AC 5 | Init +2 | Crossbow 2+, 1d6+4 dmg  
 
***[[Jeder]], L5 Fighter, HP 29/29, AC 5 | Init +2 | Crossbow 2+, 1d6+4 dmg  
  
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*Battleaxe +1, forged from curious metal
 
*Battleaxe +1, forged from curious metal
 
*Pole arm +1  
 
*Pole arm +1  
 +
*Sword +1
 +
*Sword suspiciously free of rust (Sword +1)
 
*A +1 knife, razor sharp and with a handle wrapped in rough leather. It bears a vague resemblance to the knives that fisherfolk use to clean and gut their catch. Wielder can ''water breath'' as per the spell once per day.
 
*A +1 knife, razor sharp and with a handle wrapped in rough leather. It bears a vague resemblance to the knives that fisherfolk use to clean and gut their catch. Wielder can ''water breath'' as per the spell once per day.
 
*Three ounces of Crocodile Tears
 
*Three ounces of Crocodile Tears
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*A score of abalone shells, perfect in shape, size and color, rippling with incandescence. Nathet believes that these would be ideal ingredients for the production of potions of water breathing, most likely enough to make at least one, maybe two.
 
*A score of abalone shells, perfect in shape, size and color, rippling with incandescence. Nathet believes that these would be ideal ingredients for the production of potions of water breathing, most likely enough to make at least one, maybe two.
 
*12 statues of creatures [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20407667#post20407667 turned to stone by a gorgon].
 
*12 statues of creatures [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20407667#post20407667 turned to stone by a gorgon].
*19 stone of red ichor from a salamander, worth 1100 gp
 
  
 
==The Candle==
 
==The Candle==
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*[https://forum.rpg.net/showthread.php?801930-Wilderlands-of-Absalom-Logistics-II&p=21424192#post21424192 Cash from chimeras and orcs, sale of magic items] (Logistics II 122)
 
*[https://forum.rpg.net/showthread.php?801930-Wilderlands-of-Absalom-Logistics-II&p=21424192#post21424192 Cash from chimeras and orcs, sale of magic items] (Logistics II 122)
 
*[https://forum.rpg.net/showthread.php?802335-Wilderlands-of-Absalom-Tracking-II&p=21434226#post21434226 Troll river ambush] (Tracking II 36)
 
*[https://forum.rpg.net/showthread.php?802335-Wilderlands-of-Absalom-Tracking-II&p=21434226#post21434226 Troll river ambush] (Tracking II 36)
*[https://forum.rpg.net/showthread.php?806872-OOC-V-ACKS-The-Wilderlands-of-Absalom&p=21452153#post21452153 Gold Rush] (OOC V 1183)
 
  
 
= Coffers: Group Finances and Resources =
 
= Coffers: Group Finances and Resources =
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**+25,000 sales of magical goods (scepter and figurine)
 
**+25,000 sales of magical goods (scepter and figurine)
 
**+12,750.12 sale of hippogriff chicks
 
**+12,750.12 sale of hippogriff chicks
**+12,000.44 Shadow Wolves treasure map
 
**+12,500.66 salamander lair
 
 
**+1000 Karag payment to loan balance
 
**+1000 Karag payment to loan balance
 
**+1820 [https://forum.rpg.net/showthread.php?801930-Wilderlands-of-Absalom-Logistics-II&p=21422904#post21422904 Deepwater settler revenue]
 
**+1820 [https://forum.rpg.net/showthread.php?801930-Wilderlands-of-Absalom-Logistics-II&p=21422904#post21422904 Deepwater settler revenue]
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**-Shadow Wolves expenses
 
**-Shadow Wolves expenses
 
**-100 Identification for +1 sword with locate objects
 
**-100 Identification for +1 sword with locate objects
**-1000 for identification of the three Five Falcons magical objects
 
**-308 payout to departing sailors
 
 
**-other expense
 
**-other expense
 
*Ending Balance Y
 
*Ending Balance Y
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*[[Player's Map -- For Real]]
 
*[[Player's Map -- For Real]]
 
*[https://wiki.rpg.net/index.php/Candle_Ley_Line_Map Ley Line Map]  
 
*[https://wiki.rpg.net/index.php/Candle_Ley_Line_Map Ley Line Map]  
*[[Swamplands Aerial Map]]
 
  
 
==Treasure Maps==
 
==Treasure Maps==
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*[[Hex 18.22]]
 
*[[Hex 18.22]]
 
*[[Hex 18.23]]
 
*[[Hex 18.23]]
*[[Hex 18.42]] -- Jacaar, the Jewel of the East
 
 
*[[Hex 17.23]]
 
*[[Hex 17.23]]
 
*[[Hex 17.41]]
 
*[[Hex 17.41]]
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*[[Hex 12.25]]
 
*[[Hex 12.25]]
 
*[[Hex 12.39]]
 
*[[Hex 12.39]]
*[[Hex 12.40]]
 
 
*[[Hex 13.39]] -- Wolf Keep
 
*[[Hex 13.39]] -- Wolf Keep
 
*[[Hex 13.38]] -- Modnar's Folly
 
*[[Hex 13.38]] -- Modnar's Folly
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*13.39 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19483966#post19483966 River Island Keep] - Wolf Keep
 
*13.39 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19483966#post19483966 River Island Keep] - Wolf Keep
 
*13.38, subhex 0305 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19678945#post19678945 sustainably harvestable wood]
 
*13.38, subhex 0305 [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19678945#post19678945 sustainably harvestable wood]
*12.40 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20478635#post20478635 Wyverns?], [https://forum.rpg.net/showthread.php?806873-IC-IV-ACKS-The-Wilderlands-of-Absalom&p=21446676#post21446676 Grizzly bear den], [https://forum.rpg.net/showthread.php?806873-IC-IV-ACKS-The-Wilderlands-of-Absalom&p=21478207#post21478207 the Hive of Cxa-tru]
+
*12.40 [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20478635#post20478635 Wyverns?]
 
*12.39 Hippogriff lair, stone huts, mountain lions, Well
 
*12.39 Hippogriff lair, stone huts, mountain lions, Well
 
=== Unexplored Areas of Note===
 
=== Unexplored Areas of Note===
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*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20068056#post20068056 She Who Hunts the Weak]
 
*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20068056#post20068056 She Who Hunts the Weak]
 
*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20219981#post20219981 Zamekkamen and the Faerie Realm]
 
*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20219981#post20219981 Zamekkamen and the Faerie Realm]
*[https://forum.rpg.net/showthread.php?806873-IC-IV-ACKS-The-Wilderlands-of-Absalom&p=21478207#post21478207 History of the Swamplands]
 
  
 
===General Setting Information===
 
===General Setting Information===
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[https://forum.rpg.net/showthread.php?801538-IC-III-ACKS-The-Wilderlands-of-Absalom&p=21183584#post21183584 The Tripartite Demense] is a kingdom of Faery located in the general area. It is inaccessible to those who do not know the way. The Lady Magrit of the House of the Tripartite Demense and daughter of the Gloaming was a guest of Morza Naus.
 
[https://forum.rpg.net/showthread.php?801538-IC-III-ACKS-The-Wilderlands-of-Absalom&p=21183584#post21183584 The Tripartite Demense] is a kingdom of Faery located in the general area. It is inaccessible to those who do not know the way. The Lady Magrit of the House of the Tripartite Demense and daughter of the Gloaming was a guest of Morza Naus.
 
===Hive of Cxa-tru===
 
 
[https://forum.rpg.net/showthread.php?806873-IC-IV-The-Wilderlands-of-Absalom&p=21503125#post21503125 Link]
 
 
Located in 12.40. The hex's land value is 9.
 
In subhex 306: an organic structure, resembling a termite mound, but much, much larger. It towers perhaps two hundred feet above the ground and, from where they stand on the hillside above the valley in which it stands, looks to be maybe 75 feet in diameter.
 
Mel'ar'Quinthai is their Queen
 
M'ellgotharx'o, fifth Furusiyya of the Serriterae is their ambassador to Wolf Keep.
 
 
They call themselves serriterms, and Harn gets the impression that their Hive has been in existence for centuries, at least. "We learned to write in the Common tongue from the human traders that used to ply these routes," she -- for Harn discovers that M'ell is female, at least as far as human genders are concerned -- writes, "and the memories of my people run deep. We have not forgotten, though it has been many broods since we last saw Man in our valley. Every once in a while the folk you call 'beastmen' would stray into our Hive, either to trade or raid." They seem to know little of the outside world, and Harn gets the impression that most of their civilization is underground. He cannot get an accurate picture of their numbers -- M'ell is constantly referring to both herself and her kin in the second person. The adventurers would guess they are cultivating some 600 or so acres of vegetables -- of what variety he is not sure -- but again, many of her references seem to imply an underground source of food, as well.
 
 
The serriterms, as Harn learns, are divided into several rigid castes. M'ell belongs to the warrior caste, while the three smaller termite-men accompanying her are what she refers to "drones". There are others she refers to as "alchemist", but Harn gets the impression that they may be closer to shamans than the chemists he is familiar with. There is also, of course, the Queen, of whom M'ell refers to often but doesn't actually describe that much.
 
 
===Jacaar and Jadlierbron the All-Seeing===
 
 
Located in [https://forum.rpg.net/showthread.php?806873-IC-IV-The-Wilderlands-of-Absalom&p=21516872#post21516872 18.42].
 
 
First encounter between the Company and Jadlierbron [https://forum.rpg.net/showthread.php?806873-IC-IV-The-Wilderlands-of-Absalom&p=21387896#post21387896 here].
 
 
Jadlierbron is a massive beast, some fifty feet from snout to tail, with scales the color of dull flames. She is terrifying to behold.
 
 
The following details learned [https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20499465#post20499465 here]: The great wyrm lairs in an ancient temple, half collapsed with age and destruction. Her hoard is vast; Isenda guesses it is worth no less than fifty thousand gold, many times than if you consider the value of the many magical items she no doubt possesses. Isenda believes that Jadlierbron has within her hoard the key she seeks that will allow entry into the starship, and safe passage through its wards, but none of us could see it. Of course, it is likely we only saw a small portion of her treasure.
 
 
Jhadlierbron is served by a score or more skeletal constructs, for she is old and has grown fat and lazy and rarely ventures forth from her lair. I suspect her to be at least six hundred years old, for she mentioned speaking to Ser Furecus in passing, and he ruled the Free Folk two Cycles ago. Zamed claims the skeletons are animated through divine magic, although there is no evidence that Jacaar is inhabited by any other than herself and her silent skeletal servitors. I do know she has some means of divining what is happening within the boundaries of the city, because she knew we had been digging through the rubble of on the outskirts in search of our quarry.
 
 
The dragon can use magic, of that we are now certain, for she read our thoughts and intentions as if they were scribed on our foreheads. Our lives were only spared by our immediate supplication and the gift of Isenda's staff of power, a sacrifice she was loathe to make. Our first thought, upon our escape, is to find or craft devices that will prevent the readings of our thoughts.
 
 
She may be more active than we have been led to believe. The spies we stationed to the east have seen her fly thrice in the past week, once to rain fire and destruction down upon the gnolls to the east for some inscrutable reason, the other times to sail upon the thermals.
 
 
There are rather detailed, but theoretical, notes about the dragon's strengths, weaknesses and habits, as well as speculation as to the contents of her lair and her motivations.
 
  
 
==Languages==
 
==Languages==
 
*Faery (elves, pixies, dryads, etc.) ''Rabanus (+2 CHA), Hira''
 
*Faery (elves, pixies, dryads, etc.) ''Rabanus (+2 CHA), Hira''
 
*Undertongue (dwarves, gnomes, kobolds) ''Xallijk, Ishka, Tlilith, Ysval''
 
*Undertongue (dwarves, gnomes, kobolds) ''Xallijk, Ishka, Tlilith, Ysval''
*Bestial (ogre, orc, gnoll) ''Harn, Masere''
+
*Bestial (ogre, orc, gnoll) ''Harn'', ''Lady Paige''
 
*Goblin (goblin, hobgoblin, bugbear) ''Harn, Pantera (+1 Cha), Tlilith''
 
*Goblin (goblin, hobgoblin, bugbear) ''Harn, Pantera (+1 Cha), Tlilith''
 
*Grog (common language of most primitive races) ''Hanston''
 
*Grog (common language of most primitive races) ''Hanston''
 
*Swampspeak (frogling, lizardman, troglodyte, etc.) ''Karag''
 
*Swampspeak (frogling, lizardman, troglodyte, etc.) ''Karag''
*Giant ''Masere''
+
*Giant ''Qutai'', ''Salazar (+1 CHA)''
 
*Draconic ''Xallijk, P'zev, Jabri (+2 Cha)''
 
*Draconic ''Xallijk, P'zev, Jabri (+2 Cha)''
*Spider-Tongue  Jabri (+2 Cha)
+
*Spider-Tongue, Jabri (+2 Cha)
 
*Law (must be selected through Proficiency)  Jabri (+2 Cha)
 
*Law (must be selected through Proficiency)  Jabri (+2 Cha)
 
*Chaos (must be selected through Proficiency)
 
*Chaos (must be selected through Proficiency)

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