Wilderlands Hex Crawl IV

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A B/X D&D Campaign

Threads: Closed Recruitment | OOC | IC





Otherwise Departed[edit]


  • Sample Character, Alignment Class Level, X/Y HP, AC Z
  • [Blank Character Sheet] (Please do not save over the original, and when character sheets are completed, please change the link at the top of the finished sheet to refer back to the "Wilderlands Hex Crawl IV" page)



  • Mayflower, Areth's Mule - 8/8 HP
    • 120' MV at 2000cn, 60' MV @ 4000cn (Max)
    • 2 Saddlebags (total of 1,979 cn)
    • Common Treasure (1,367 cn)
      • Short sword (Onion Dwarf)
      • Pouch containing various vials, flasks, potions, and philters
      • Periapt of vile aspect, hanging from a dark chain
      • 1,000 pp
      • 19 gp
      • Chest from bandit ambush
    • Rollo's stuff (60 cn)
      • 50 pp
    • 10 75gp gem
    • Areth's stuff (102 cn)
      • Standard Rations - 1 week
      • Iron Rations - 3 weeks
      • Pouch with: 10 gems@100gp, 2 Fairway coins@10gp, 100gp Uriah-kazaar Dwarven Ring
  • TOM, The Other Mule
    • 120' MV at 2000cn, 60' MV @ 4000cn (Max)
    • 1 saddlebag (total of 75 cn)
    • Friet's Stuff (75 cn)
      • small sack
      • 6 gp
      • 10 fairway coins (10 gp each)
      • Sword +1
      • 3 Spellbooks (Shrine, IC#619)


  • Rollo
  • Zeke
  • Friet
    • Sword +1
    • Silver tipped arrows x10
    • Small sack x2
    • Large sack
    • Wolfsbane x2
    • 14 gp
    • 10 Fairway coins
  • Areth
  • Froom
    • 124 gp
    • pouch of 11 gems, ten @ 75 gp each from the Dwarven Lord Kanthor of Uriah-Kazar + one ruby of 100 gp [11 cn]
    • 500 gp ring, worn, from the Dwarven Lord Kanthor of Uriah-Kazar
    • 100 gp necklace [10 cn]
  • Frederik
    • 3 scrolls of CLW

Encumbrance Ape[edit]

  • Rollo
    • Gear: 596
    • Treasure: 0
    • Total Encumbrance: 596
    • Movement: 90/30/90
  • Zeke
    • Gear: 592
    • Treasure: 0
    • Total Encumbrance: 592
    • Movement: 90/30/90
  • Friet
    • Gear: 600
    • Treasure: 0
    • Total Encumbrance: 600
    • Movement: 90/30/90
  • Areth
    • Gear: 592
    • Treasure: 0
    • Total Encumbrance: 592
    • Movement: 90/30/90
  • Froom
    • Gear: 122
    • Treasure: 145
    • Total Encumbrance: 267
    • Movement: 120/40/120
  • Frederik
    • Gear: 570
    • Treasure: 3
    • Total Encumbrance: 573
    • Movement: 90/30/90


  • Rollo Tumblen: 7 days standard rations / 14 days iron rations
  • Zeke: 7 days standard rations / 14 days iron rations
  • Friet: 7 days standard rations / 14 days iron rations
  • Areth: 7 days standard rations / 28 days iron rations
  • Froom: 7 days standard rations / 21 days iron rations
  • Frederik: 7 days standard rations / 5 days iron rations

Marching Order[edit]

  • Friet | Zeke
  • Rollo | Areth
  • Froom | Frederik

Watch Order[edit]

  • Areth | Frederik
  • Friet | Zeke
  • Rollo | Froom | Rikard

XP Awards[edit]


Krazandol, City of Dwarves, City of Dragons[edit]

The PCs have been given very credible information that Hex 4801 is the location of the legendary Krazandol, City of Dwarves, City of Dragons. This city was once the capitol of a dwarf-kingdom renowned throughout the Wilderlands for its iron, gold, silver, and, more importantly, mithril. The wealth of this city grew so great that the greed of the Dragons of Banzot waxed, and in a multi-day battle, the dragons drove out the dwarves.

Today, a dozen red dragons are still said to inhabit the ruined city, which is located far underground. The dragons are said to be young. The oddly specific report on the hoard still held by the remaining dragons states that the treasure consists of:

  • 799 platinum pieces
  • 101,512 gold pieces
  • a potion of long life (halts aging for 1d6x10 years)
  • a wand of summon monster IV
  • a necklace of adaptation
  • an ioun stone
  • a python rod
  • the helmet of Sabbekt
  • numerous fine weapons, suits of armor, and jewels

The worth of some of these items is clear. Others, although impressive by the sound of them, defy specific analysis; their particulars seem to have been lost in the mists of time. The Shielding Mountains surrounding Krazandol are said to be very dangerous indeed, and dotted with minor fortifications and ruined citadels. "Godhaters," whatever they may be, are said to have inhabited these mountains before ever the dwarves ruled here. Today, aside from various monsters and humanoids, hardy dwarves and hardened prospectors may be encountered in the Shielding Mountains, risking life and limb in the quest for gemstones, precious metal, and iron ore.

original post

Rumors from Mors the Merchant[edit]

  • There is said to be well-paying work for adventurers to the south of here (Hex 4804) at Wyrmwatch Library. I heard this news from a halfling who is cousin to Ganholt Wersley, the chief book-buyer there.
  • I have also heard that to the south, near the coast, there is good trading to be had at Orcholding. I myself would fain shun that place, trusting not the orc-kind.
  • From the east, beyond the Ruling River and the Lysthen Marches, I have heard tidings from Shardwood Castle. There is talk of incursions by strange, foreign giants. This sounds like ominous news to me, but perhaps a small band of adventurers might find profit? The demand for scouts and protectors is likely high.
  • We ourselves have recently passed through Marshwatch Stronghold and before that through Nimbortan in the Golden Hills. The farmers there are fearful, for giant insects have slain livestock and guard animals. Like enough, it will not be long before they take a human life. Much as giant crabs are to be feared, so too are giant insects, I say.


  • A pirate ship has washed up on the coast somewhere between Fairlea and Orcholding.
  • A few gnomes talk about how some kinsfolk of theirs have likely been kidnapped by goblins, and strategize about how to go about hiring honest mercenaries to help them find and recover their missing relatives.
  • A gnome loudly claims that while prospecting for sapphires in the Igomar Hills, he found a cavern from whence issues a deep voice which talked, speaking prophecies and also giving him advice which led him to great personal enrichment and success. The response to this claim ranges from politely dubious to openly scornful.
  • It is said that young adults hereabouts have been sneaking off into the hills to fight each other, sometimes to the death. This madness or trend, whichever it may be, is said to have sprung up from a desire to emulate bandied-about tales of the great gladiators said to dwell in the City-State and in Viridistan. One of the dwarves at this table finds the tale too sensationalistic, and avers that any injuries, deaths, or disappearances are merely the result of youths absconding into the wild places to engage in revelry, and then killing each other in their cups or falling victim to misadventure in the throes of the lotus-trance.

Minor Rumours[edit]

  • I bear a coded message from the great Nordre of Thunderhold, and I must deliver it to Kanthor the Hearty, Chief of Uriah-Kazar, else I am forsworn! original post
  • "Perhaps you would be willing to travel to the nearby outpost of Thanestomb? There are vile rumors of traitors and treachery there, and even of dwarves sworn to Chaos. I fear that sending my own folk to root out the source of these rumors will prove fruitless." original post
  • "I do, however, have other missions for you, if you are interested. Firstly, I need men of enterprise and competence to bear a message to Cidin-Kazar, nearby to Orad Mountain. Alternately, I need persons to venture to Kirilith on an errand of peril. original post
  • "We worked on contract, paid by Rider of Rontagin, out of Kirilith. He paid us a small retainer to disguise ourselves as orcs, waylay travelers, and incite fear. Most of our pay came from the loot we took from our victims." original post
  • Gnomestead has a ziggurat filled with two dozen stirges that plague the villagers. It has a corpulent merchant bemoaning the lack of fighting men for hire. It has woodsmen recovering from an encounter with unfriendly orcs at the edge of the Dragon Wood. original post




Recruitment Thread



Northeast of here, along the banks of the Greencourse, lies Garthain, a trading-town. Goods are ferried downriver. The headman of the town goes by "Burgess." I account him neither good nor evil, and the town is not overly dangerous to strangers, being not plagued with xenophobia, thieves, pox, and the like.

From the size of it, Garthain looks to be a village of perhaps just under a thousand souls. The buildings are mostly one- or two-story wooden affairs, almost exclusively of wooden construction. Many of the houses look ramshackle, as if they were hastily built. The streets are narrow, muddy, and unpaved; the settlement has obviously not been laid out along a truly orderly grid.

The settlement comes right up to the southern bank of the Greencourse, and a number of wooden docks jut out into the waters. Various rafts and barges are pulled up at the docks, and burly stevedores unload and load the various watercraft. Pelts, barrels, and bags change hands. A few bearded men in long mail coats bear halberds in their hands and great horns at their belts. They keep a desultory watch on the northern bank of the river, and a much closer eye on a few skirling bands of hobbledehoys running about in a disorderly fashion.

Most of the persons on the street are humans, although a few gnomes and halflings are to be seen here and there, as well as a few fey sorts with a mysterious, point-eared look about them. Some of the passersby mention their intentions to head to the Hairy Comet, apparently an inn of some sort. Others mention a plan of praying at a shrine dedicated to Cilborith, the elf-god.

A one-eyed man in a green robe complains to a compatriot about the activities of a hermit. A woman pushing a vegetable-cart mentions to a passing dame that her son was healed yestereve by one Kandu, a druid. Other assorted persons speak of their intentions to head upriver to such places as Fairway, Serenity Redoubt, and the Ruling River. Others speak worriedly of the humanoids north of the Greencourse.


A few hours before noon, the party comes to a ferry which crosses the river, which here might be regarded as the Greencourse itself, or an upper tributary of the same river. Across the river, they can see a settlement consisting of houses of wood, stone, and in some cases, mixed construction. It looks to be a town of between two and three thousand souls.

As the adventurers sit in the inn, they learn that in the town of Fairway, men use strange coins which are red like copper and heavier than lead. These strange coins are worth ten gold pieces apiece. The men of Fairway are eager to trade these coins for their equivalent value in gold or silver.


If you were to head due south along the strand and then follow it southeastwards, you would come to a pharos, all that remains, really, of a city of the ancient times. Fevrin Sculd, an alchemist, dwells in the pharos with his entourage. He will pay good coin indeed to men willing to risk their lives diving into the sea to retrieve sunken relics of the ancients.

Dark Woods[edit]

Heading further southeastwards along the beach, you would come to the Dark Woods. I account them dangerous. There are ill tales of human-hating treants, as well as sucking quicksand, giant spiders, and elves. The woods are so dark and tangled that without a guide, it is said to be no uncommon occurrence for men to become lost and starve to death, wandering in circles. There is said to be an elf-town within the woods. It might be of interest to sorcerers and their ilk, but surely not to honest men who wield good flashing steel beneath the smiling sun.

River Xenia[edit]

The southeastern and eastern portion of the Dark Woods are divided from the rest of the forest by the River Xenia. We have heard strange tales of hallucinogenic algae and goblin bands along said river.


Near the mouth of the strange stream is Fairlea, a small town which trades in carpet and fish. I have visited the town once, but I arrived by boat, not through the accursed woods.

There is a raft-builder in Fairlea, if he still lives, named Momus or Momas or Mymas---something of that nature. If you seek to go upriver, he would be your man. Numa the All-Lord holds sway in Fairlea. When I spoke with the raft-builder (Midas?), he told me that the River Xenia originates to the northeast of Fairlea in the Igomar Hills. Sapphire mines and gnomes, that's what those hills contain, says everyone. I have never been there myself.


In the center of the hills lies Gnomestead. I have entertained traders from yonder town from time to time. It was founded by gnomes, but now they are a minority. Many humans have settled there. A nearby ziggurat of ancient times towers of the over town, and it has become infested by a host of vile stirges who venture forth, slaying hapless farmers indiscriminately. It is said that a rich reward awaits the band of bravos who can defeat the stirges.

Shadow Valley[edit]

Now, speaking of Garthain again, if you go there, and head five miles north, crossing over the River Greencourse, you come into Shadow Valley. At about the five-mile mark, you will reach the Shadow Valley Stronghold. It is a strange place, a cruel castle ruled by Unlarg Smokebreather, a goblin. He rules over a band of goblins, orcs, and orc-human hybrids. Foul folk indeed.

They maintain the Stronghold as a neutral meeting place between men and the non-human tribes of the region: orcs, goblins, and so forth. I have little love for Smokebreather, but I must admit that he does keep the place a neutral meeting ground. No petty quarrels are allowed to break out.

The great news in the area now is that a meeting between men and orcs is about to occur at the Stronghold, to renegotiate and reaffirm various treaties and trade agreements---or else cancel them and throw the land into chaos and savagery once more. Tensions run high, and many fear that Smokebreather will no longer be able to keep the peace at the Stronghold, and that the meeting will degenerate into a brawl...or a battle.

As for Shadow Valley, it cuts between the lands about the River Greencourse and the Brazen Hills to the north. The land sinks so sharply that in the center of the Valley it is so dark that only the noon-day sun fully dispels the darkness. You can see why light-haters such as orcs and goblins would appreciate that, yes?

Brazen Hills[edit]

As for the Brazen Hills, they are broken highlands leading up from the rugged coast to the Shielding Mountains. The hills are said to be filled with ogres and worse. I have heard tales of the great riches in the Mountains, but none of riches in the hills. No riches, but ogres? Only a fool or a desperate man would venture there.


There is a small town called Zubardor. It lies between the Widelock, the Ruling River, and the Dragon Wood. This town is oppressed by a cursed Moneylenders' Guild. In Zubardor, all wares save food must be traded through them, and all wares save food cost five times the price deemed fair elsewhere in these lands. They do not follow the fair way, in other words, eh?"


You see, what men call Cidin-Kazar is but a surface trade town which facilitates commerce between the hidden under-city and the surface realms. The surface town consists of only six hundred souls or so, of whom perhaps one hundred and fifty are males of an age and fitness to bear arms in times of need. Dimrock the Hill Dwarf is the authority figure there, and Meilgan Erg the Grognard is Captain o' the Watch. Frale Fraban is the town's priest of Kazadarum.

If you seek passage to the undercity, which would be a rare achievement for those not of dwarven blood, I can think of no better dwarf to intercede on your behalf than Slithering Okli. He is a sage and an alchemist. He does his experiments down underneath Orad Mountain, but has a strange fear of sleeping underground, so he maintains a domicile above-ground. If you were to convince him that you could in any way be of significant assistance in the carrying out of his research, he would likely be willing to make introductions. Various dwarves of the undercity hold him in high esteem, for his lore concerning gems and minerals is deep indeed. He has also memorized much lore concerning the more famous swords and sundry items of the various heroes of old who once trod the land.

If you seek nothing more in the Cidin-Kazar than to restock, you should seek Kutrik the Gnome. He is a merchant and an honest horse-trader. I can also vouch for the provender he vends. Many's the time I've bought hardtack off of him, and never once has it been ridden with nasty mealworms.


There is a man named Rider of Rontagin who lives here. He pays bandits a small retainer to disguise themselves as orcs, waylay travelers, and incite fear.


Common: This language is a mix of Viridian, Tharbrian, and Altanian. In this campaign, I'm perfectly fine with PCs speaking Common as a native tongue. Common also has its own alphabet.

Viridian: Viridian is to Common as German is to English. Viridian is the major basis for the Common tongue; Viridian currently uses the Common alphabet and is in fact the basis for the Common Alphabet. Viridian is spoken in Viridistan, as well as by many merchants, due to Viridistan's long-standing history of being a center of commerce. Viridian is today's debased, quotidian version of High Viridian.

High Viridian: Spoken by Viridistan's nobles. If you speak Viridian, you can make yourself understood in High Viridian (and vice versa), but reading/writing Viridian doesn't grant literacy in High Viridian, as High Viridian is written in Infernal script.

Altanian: Spoken by the red-skinned natives of Barbarian Altanis, others residing on the Altanian Peninsula, and many common folk of the City-State region. Altanian lacks an alphabet, although one could spell it out phonetically in the Common alphabet.

Tharbrian: The language of the Tharbrian nomad-folk and their descendant. Originally it lacked a written form; today it is written using the Common script. The Tharbrians learned writing from the Viridians, hence the use of the Common alphabet.

Skandik: The language of the Skandik raiders and traders. It is written using the runic script of the Dwarves.

Gishmesh: Spoken by the tribes of Tarantis, this is tongue is also used by the traders from Karak, who have adopted this tongue as the language they use when doing business in the Wilderlands. Gishmesh is written using the Common Alphabet.

Orichalan: Said to be based on the language of dragons. Written using the Draconic alphabet. Spoken mainly by the few survivors of the hated Dragon Empire.

Ghinoran: Spoken by people descended from the Ghinoran Successor States of ancient Kelnore. This language uses it own script, Glyphis, save in the region of Chim, where folk write Ghinoran in the Dwarven alphabet. This language is not prevalent in Valon or in the Valley of the Ancients, but is widely spoken in many other regions of the Wilderlands.

Karakhan: This language is spoken by the people of Karak, who dwell to the east of the Wilderlands. The written form, using the Karakor script, is almost impossible for non-natives to master. Most traders from Karak will speak Gishmesh.

Avalonian: This language is spoken in Valon proper, and is written using the Aquan script adopted from the merfok. The region in which this campaign starts is on the Valon map, but doesn't count as Valon proper; most natives don't speak Avalonian as a mother tongue, but may well know it for purposes of trade.


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Map 5 Valon - NE Corner.jpg