Wilderlands Hex Crawl IV

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A B/X D&D Campaign

Characters

Active

Deceased

Inactive

Otherwise Departed

Sheets

  • 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)

Treasure

  • Rollo
    • 10 platinum pieces
    • Dwarvish scroll
    • 37gp
    • Dagger
    • handaxe
  • Zeke
  • Friet
    • Sword +1
    • Silver tipped arrows x10
    • Small sack x2
    • Large sack
    • Wolfsbane x2
    • 114 gp
  • Areth
  • Froom

Encumbrance Ape

  • Rollo
    • Gear: 591
    • Treasure: 87
    • Total Encumbrance: 678
    • Movement: 60/20/60
  • Zeke
    • Gear: 591
    • Treasure: 0
    • Total Encumbrance: 591
    • Movement: 90/30/90
  • Friet
    • Gear: 590
    • Treasure: 78
    • Total Encumbrance: 668
    • Movement: 60/20/60
  • Areth
    • Gear: 620
    • Treasure: 0
    • Total Encumbrance: 620
    • Movement: 60/20/60
  • Froom
    • Gear: 110
    • Treasure:
    • Total Encumbrance: 110
    • Movement: 120/40/120

Rations

  • Rollo Tumblen: 0 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: 0 days standard rations / 14 days iron rations
  • Froom: 7 days standard rations / 21 days iron rations

Marching Order

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

Watch Order

Rumors

Krazandol, City of Dwarves, City of Dragons

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

Minor Rumours

  • 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

Threads

IC

OOC

Recruitment Thread

Locations

Garthain

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.

Pharos

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

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

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.

Fairlea

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.

Gnomestead

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

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

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.

Links

Equipment

Maps

Map 5 Valon - NE Corner.jpg