Tuesday, May 14, 2019

Wilderlands - Heroes of Modron Campaign (Swords & Wizardry)

Goblin Raider

This Swords & Wizardry game is set in and around the fair city of Modron, jewel of the Roglaras.
PCs begin as heroes of Modron dispatched by her King Anoethin to put an end to the disappearances that have recently plagued the region of the Lost Man's Trail, especially in the vicinity of the welcoming Fat Deer Inn...

Game scheduling: Negotiable, preferably weekly Wednesday evenings UK time from ca 6pm/6.30pm. Game will be in Smon's Wilderlands Game text chatroom on dragonsfoot.org - URL (membership required) is https://www.dragonsfoot.org/forums/x7chat2/index.php?act=frame&room=Wilderlands

Game thread on Dragonsfoot - https://www.dragonsfoot.org/forums/viewtopic.php?f=44&t=82094&p=2008324#p2008324

In-Game Start date: M12 (winter) 4719 BCCC

Player's Map of the entire Wilderlands
Gods, Men & History

GAME RULES
Game uses the S&W Rules
The S&W SRD has all rules, equipment etc.

PC generation:
Characters start with 10,000 XP..
Best 3 of 4d6 in order STR INT WIS CON DEX CHA, and may then replace any one stat with a 16. Or if dislike stats can use 15 14 13 12 10 8 in any order.
Humans then add +1 to any two stats.
PC Hit Points at 1st level = Max+2 (Fighter 10, Cleric 8, Magic-User & Thief 6).
Hit points above 1st level: PCs may take the high average instead of rolling, ie d4 > 3, d6 > 4, d8 > 5.
So base hit points are:
Fighter, Paladin,  Levelx5 +5.  Fighter-4 base 25 hp.
Cleric, Druid:  Levelx4 +4. Cleric-4 base 20 hp. 
Magic-User Monk & Thief: Levelx3 +3. MU-4 & Monk-4 base 15 hp. Thief-5 base 18 hp.

Starting Character Levels at 10,000 XP
Cleric-4 (5 at 12,000) hp Levelx4+4
Druid-4 (5 at 13,000) hp Levelx4+4
Fighter-4 (5 at 16,000) hp Levelx5+5
Magic-User-4 (5 at 20,000) hp Levelx3+3
Monk-4 (5 at 20,000) hp Levelx3+3
Paladin-4 (5 at 16,000) hp Levelx5+5
Ranger-3 (4 at 12,000) hp Levelx5+10
Thief-5 (6 at 20,000) hp Levelx3+3


PREGENERATED CHARACTERS (10,000 XP)

Human Cleric 4
STR 9 INT 11 WIS 17 DEX 8 (-1) CON 14 (+1) CHA 16 Save 12+; 10+ vs paralysis/poison. BTH +1 HP 24 
Spells: 3, 1 (cure light wounds x2, detect evil, hold person)
AC 16 (plate & shield) weapon: +1 mace ATT +2 damage 1d6+2; adventurer's pack, riding horse, 100gp.
Notes: The Cleric is likely a devout priest of Mitra, the lawful good patron god of Modron, or of the neutral-good river demi-goddess Modron herself.

Human Fighter 4
STR 16 (+1) INT 8 WIS 9 DEX 13 (+1) CON 14 (+1) CHA 14 Save 11+ BTH +2 HP 29 
AC 18 (plate & shield) weapon: +1 sword (2 attacks) ATT +4 damage 1d8+2; 4 javelins (2 attacks) ATT +3 damage 1d6+1 range 20'/40'; adventurer's pack, riding horse, 100gp.
Notes: The Fighter is likely a noble Knight of Modron, or a doughty member of the King's Palace Guard. Alternately they may be a hard-bitten mercenary type seeking reward.

Human Thief 5
STR 16 (+1) INT 14 WIS 9 DEX 17 (+1) CON 11 CHA 8 Save 11+, 9+ vs devices BTH +1 HP 18 
AC 14 (+1 leather) weapon: Bastard sword (2-handed) ATT +2 dam 1d8+2; shortbow ATT +2 dam 1d6 range 50'/100'. Backstab/Backshot: extra +4 to hit, x3 damage. 4 silver arrows, 20 arrows, adventurer's pack, riding horse, 100gp.
Skills: Climb Walls 89% Delicate Tasks 35% Hear Sounds 4 in 6 Hide in Shadows 30% Move Silently 40% Open Locks 30%
Notes: The Thief is likely one of Modron's Scouts. More disreputable types may have links to the Thieves' Guild, or even the dastardly Pirates of Hagrost.


S&W Attribute mods

STR (att/dmg)
3-4  -2/-1
5-6  -1/0
7-12  +0/+0
13-15 +1/+0
16*    +1/+1
17      +2/+2
18     +2/+3
*Maximum bonus for non Fighters.

Dexterity 
Missile weapon to-hit, AC & initiative
3-8  -1
9-12 +0
13-18 +1

CON
Hit points/level
3-8 -1
9-12 +0
13-18 +1

S&W House Rules
S&W Attribute Scores

Basic Classes (Fighter Cleric Magic-User & Thief)
Rather than bonus attacks vs 1 hd foes only, Fighters at higher level may make increased melee or missile attacks vs any foes: +0.5 at 2nd, +1 at 4th (Hero), +2 at 6th (Champion), +3 at 8th (Super-Hero).
These extra attacks are added to the fire rate for missile weapons (eg dart FR 3+1 = 4, bow FR 2+1=3)
Characters may use some of their multiple attacks to throw weapons, others to make melee attacks.
Fighters with DEX 14+ may use 1 attack to Parry 1 foe (S&W pg 11).

Any character may use a weapon without proficiency, at -2 to hit & AC. Improvised weapons are -2 likewise.
A Magic-User may wear any armour and use a shield, but may not then cast spells, and takes the armour's non-magical AC bonus as a penalty on dexterity saves and tasks, and on CON endurance checks (eg leather -2, chain -4, plate -6, shield -1).

Thief
A Thief may wear any armour and use a shield, but may not use their Thief d% abilities in armour, and take the armour's non-magical AC bonus above 2 as a penalty on dexterity saves and tasks, and on CON endurance checks (eg chain -2, plate -4).
Thieves can get circumstance & gear bonuses to d% task checks, usually no more than +50%.
dagger used to Backstab increases the damage multiplier by +1, eg x2 > x3.

Races
Humans may add +1 to any 2 attributes. In the Wilderlands they may reach unlimited level, although most class abilities other than hit points cease to increase above level 20, level 21 for spell progression.
Dwarves, Elves, Half-Elves & Halflings may be single-class Clerics, max level 4 (WIS 17 lvl 5, WIS 18 lvl 6)
Dwarves,  Elves, Half-Elves & Halflings may be single-class Fighters, max level 8 (STR 17 lvl 9, STR 18 lvl 10)
Elves & Half-Elves may be single-class Magic-Users, max level 9 (INT 17 lvl 10, INT 18 lvl 11).
Elf and Half-Elf Magic-Users may use swords.
Dwarves, Elves,  Half-Elves & Halflings may be single-class Thieves, max level 10 (DEX 17 lvl 11, DEX 18 lvl 12)
Further Progression: In rare cases exceptional demi-humans may progress above their level cap, but the XP needed to progress is doubled (double the listed class XP numbers).

Combat
Initiative d6 is rolled once, by the Party Leader at start of combat. PC side goes first on a roll of 4+. If the Leader has DEX 13+ then PCs go first on a roll of 3+. PCs act in order of posting; alternating turns with the monsters.
Armour & Shield AC bonus applies as a Save bonus vs certain spells (eg Fireball).
Any character may use a weapon without proficiency, or an improvised weapon, at -2 to hit and -2 to AC in melee.
Unarmed characters (except Monks) are -4 to hit & -4 AC in melee vs armed opponents.
A combat round takes about 12 seconds.
A character may move before or after attacking. A character with multiple melee attacks may also move in between melee or thrown attacks, if their total movement allows.
A character may run their full movement (120') in one round, without attacking.
A character may make their combat move (base 40') and attack in melee normally (1+ attacks) and/or throw weapons.
A character may make make half their combat move (base 20') and make 1 missile weapon attack (sling, bow or loaded x-bow).
A character who makes multiple missile weapon attacks (sling or bow), casts a spell, or loads a crossbow, may not move more than 10' that round.
In no case may the fire rate of a ranged weapon be exceeded, and if combining weapons a missile attacker uses the attack rate of their slowest weapon. Eg an attacker with bow FR 2 and darts FR 3 could shoot one arrow & throw 1 dart.

Maximum AC is 30.
Maximum Attack Bonus is +20. Monster attack bonus caps at +20 with 20+ hd. A Fighter-20 with BTH +13, STR 18 (+2) and a +5 weapon attacks at +20, likewise.
An attack roll of 20 is a 'critical hit' and always does maximum damage.

Grappling:
1. Attackers declare a grapple attempt.
2. Defender attacks first, vs those trying to grapple. They take a -4 AC penalty for unarmed (unless using grappling tools).
3. Attackers roll to hit normally, at -2 for unarmed attacks (max 8 if same size; 12 if smaller, 4 if larger); Defender maximum AC is 20.
4. Roll d6 per hd (not level) of attacker that hit, adding any STR to-hit & damage bonuses or penalties. Sum total. Roll d6 per hd (not level) of defender, adding any STR to-hit & damage bonuses or penalties. If the defender is larger than all grapplers they double their total.
If attackers roll higher, defender is pinned. Attackers with multiple attacks may also use additional attacks to attack with dagger or unarmed (see below). If attackers fail they may take no further action, and their turn ends.
6. On subsequent rounds: defender goes first and may attempt to break pin, roll as per #4, defender must roll higher to break pin. If defender fails they may not attack. If they win they are free, but lose 1 attack that round.

Attacking Pinned Target
Pinners may attack defender with dagger or unarmed, no shield or DEX bonus applies, with maximum damage on a hit (4 with dagger).
Uncommitted attackers may join the grapple (automatic) or may attack the pinned target at +4 to hit & maximum damage, no shield or DEX bonus applies. Thieves can Backstab for an additional +4 to hit and double or better damage, ie >+8/x2+.
If using a dagger vs pinned target, an uncommitted attacker can attack at an additional +4>+8 for double maximum (8) damage per hit; Backstab also applies so >+12 for 16+ damage/hit.
STR & other bonuses are always applied after all doubling.

STR (att/dmg) > Grapple Bonus
3-4  -2/-1   > -3
5-6  -1/0    > -1
7-12  +0/+0 > 0
13-15 +1/+0 > +1
16*    +1/+1 > +2
17      +2/+2 > +4
18     +2/+3 > +5

Injury 
Unconscious at 0 hp to -9 hp. Awaken after 1 hour +1 hour per negative hp, remaining incapacitated until at positive hp.
Sharp weapon or spell: stable at 0, dying at -1 hp to -9 hp. Non-classed creatures die unless they receive medical attention. PC class characters save (CON) each round to stabilise or lose -1 hp.
Medical attention: Roll 4d6 vs WIS to stabilise, 3d6 with healer's kit.
Blunt trauma: stable at 0 to -5 hp, dying at -6 hp to -9 hp, as above.
Dead at -10 hp.

Recovery
Recover 1 hp per overnight rest, +1 hp per day of rest in luxurious accommodations.
Spell recovery requires overnight rest, plus one hour of study or prayer.

Equipment
Elven Bows add the wielder's STR bonuses to attack and damage - shortbow max STR 16 (+1/+1), longbow max STR 18 (+2/+3). Some other unusual bows allow similar, eg the Tharbrian yew longbow and the Karakhan composite shortbow.
Scale armour - treat as Ringmail.
Gambeson armour - treat as Leather.
Brigandine armour - AC +5 weight 60 lb cost 90gp.
Alryan Full Plate armour - AC +7* weight 60lb/70** lb  cost 1500 gp/1200 gp
*as plate & shield, no additional bonus for mundane shield.
**Perfectly articulated Alryan full plate is crafted for the wearer, has effective 60 lb encumbrance, and costs 1500gp to commission. Full plate 'off the rack' & adapted from a previous wearer has an effective encumbrance 70 lb and costs 1200 gp.

Spells
A caster may memorise a lower level spell in a higher level slot, eg cure light wounds in a second level slot, or Fireball in a 5th level slot.
Spell Level Slot: Maximum Damage Dice
1-3      10
4-6      15
7-9      20
Fireball does a maximum 10d6 in a level 3 slot (15d6 in a 4-6, 20d6 in a 7-9); armour & shield AC bonuses apply to saves.
Lightning Bolt does a maximum 10d6 (as Fireball); armour bonus does not apply to saves.
Haste gives +1 attack to characters or monsters with multiple attacks.
Raise Dead is a level 6 spell, with a 5 day limit for a 12th level Cleric.
The highest level Magicks normally useable in this part of the Wilderlands are 5th level spells. Temple Halls and Wizard Towers located at the confluence of ley lines allow for the casting of higher magics (typically 7th), the crafting of powerful magical items, and other special effects. Major power nodes as found in some deep Dungeons, and other places rich in Magicum (Vaedium) may allow the employ of even greater Magicks, up to 9th level.

Class Base To Hit Bonus (as per RAW)

Level  Fighter BTH (including Paladin, Ranger)
1       +0
2       +0  (+0.5 attack Fighter, Paladin)
3        +1 (+0.5 attack Ranger)
4        +2 (+1 attack Fighter, Paladin)  HERO
5        +2
6         +3 (+2 attacks Fighter, Paladin) (+1 attack Ranger) CHAMPION
7         +4
8         +5 (+3 attacks Fighter)  SUPER HERO/RANGER KNIGHT
9         +6 LORD (+2 attacks Ranger)
10-11  +7
12       +8
13-14  +9
15       +10
16       +11
17-18  +12
19-20  +13

Level  Magic-User & Thief BTH (including Assassin)
1-3        +0
4-5        +1
6-7        +2
8           +3 
9           +3
10         +4
11-13    +5
14-15   +6
16-19   +7
20        +8

Level  Cleric BTH (including Druid, Monk)
1-2        +0
3-4        +1
5-6        +2
7           +3 
8           +3
9           +4
10-11    +5
12         +6
13-14    +7
15-16    +8
17         +9
18-19   +10
20         +11

Monster Base To Hit is +1 per Hit Die (d8), to a maximum of +20 at 20 hit dice.
HD d4, d6, d8-1: BTH +0
HD d8, d8+1: BTH +1
HD 2d8 : BTH +2  etc
Monster Save is 18-hd to a minimum of 3 at 15 hd.

Advanced Classes
With the GM's permission, human characters of the base classes may progress to an Advanced Class on levelling up, as follows. The character must normally have first trained under a Master for some lengthy period, typically a year & a day. Their existing XP total is retained.
A Lawful Human Fighter of CHA 13+ may become a Paladin. BTH as Fighter. 
A Lawful Human Fighter of WIS 13+ may become a Ranger. BTH as Fighter. Ranger bonus +1 damage/level vs giant class creatures caps at +5 (5th level). It increases to +6 at 7th level, +7 at 9th level, +8 at 11th level, +9 at 13th level, and +10 at 15th level, the maximum.
A Neutral or Chaotic Human Thief of INT 13+ may become an Assassin. BTH as Thief. Thief converted to Assassin gets +2 hp on first hit die & +1 hp per subsequent hit die.
A Neutral Human Cleric of WIS 13+ may become a Druid. BTH as Cleric. 
In exceptional cases a Lawful Human of any class with WIS 13+ may become a Monk (they must first undergo some form of Enlightenment, and train under a Master Monk). BTH as Cleric. Monk bonus unarmed attacks are as per class description (6, 12, 16, 20). Bonus weapon attack at 7th level (+1)

PC/NPC Stat block:  ST IN WI CO DE CH
AC HP Save BTH
Gear:


Sir Sigurd Thormansun

Modron Characters

Standard gear: Clothes, flint & steel, backpack, adventurer's pack, riding horse.

Sir Sigurd Thormansun (Chris) of Sea Rune, Knight Defender of Modron, Consort of Princess Philomena  Fighter-6 human male Skandik ST 18 (+2/+3)  IN 11 WI 7 CO 15 (+1) DE 14 (+1) CH 11.
AC 20/18 (+1 platemail, +1 shield, dex) HP 49 Save 9+ BTH +3 #atks +2
Gear:+1 bastard sword (1h)  ATT: +6 dam: 1d8+4 (1d8+5 2h) #ATT: 3 
Armour: +1 Platemail & +1 shield. max load 105 lb Mv 40'/120'

Jared Hammerfall (James) human male priest of Mitra, Cleric-4
Sir Gharthan Drandus (SHARK) human male Fighter-4
Hali (Keelia) of the Flowing Waters, human female Monk-4
Sir Generyk the Flying Wizard, Court Wizard of Modron (Bill) human male MU-5


Absent

Sir Madron, a Knight of Modron (Craig) human male Fighter-4

_____________________________________________________

Image result for blonde cleric
Princess Philomena of Modron in battle array
Princess Philomena (Filly) Anoethinsdottir of Modron, wife to Sir Sigurd of Sea Rune (NPC): Cleric-3 human female ST 7 (+0) IN 15 WI 15 CO 9 (+0) DE 13 (+1) CH 18
AC 20/18 (17 +1 platemail, +1 DEX, +2 shield +1HP  18 (8,5, 5) Save  13; +2 vs paralysis & poison
Spells: 2 1st (cure light wounds x2) 1 2nd (hold person)
Gear: mace +1 ATT+2/d6+1, ornate platemail +1 AC 17; shield +1 +2 AC, gold holy symbol of Modron & Mitra.
SA: Turn Undead (roll 2d10, then 2d6 for number turned): lvl 2 7+ skeleton 10+ zombie 13+ ghoul 16+ shadow 19+ wight 20 wraith.
A priestess of Modron the River Goddess in her aspect as Bride of Mitra, Lord of Dawn. Third of seven daughters to King Anoethin of Modron, the city where the river Modron meets the great river Roglaroon. Betrothed to Count Huberic of Haghill, Philomena was kidnapped on her way to marriage at the Midsummer Deflowering, but rescued from swamp goblins 21/6/48 by Sigurd & Elfis. She decided to stay with the party under cover as a travelling adventuress to investigate a growing evil beneath the Old Island Fortress south-east of Morgansfort. 12/8/4448 BCCC: Sir Sigurd was granted Princess Philomena's hand in marriage for his part in aiding Sir Generyk in destroying the Skandik fleet, saving Modron and the City State from the Skandik threat. They married 14/9/4448 BCCC.

Elfis the Elf, comrade of Sir Sigurd (retd PC): Fighter-2 Wood Elf male ST 15 (+1/-) IN 11 WI 10 CO 11 DE 14 (+1) CH 13.
AC 14 HP 12 Save 13 BTH +0
Gear: 12 arrows & 4 short arrows, elven longbow (+2/d6 #FR: 3) Scalemail (as ringmail) AC 14, battleaxe (+1/d8+1 2h #ATT: 3/2), load 61/85 lb Mv 40'/120'
SA: darkvision 60', search hidden 4 in 6, immune ghoul paralysis, max level Ftr-8
SA: 2 attacks/rnd vs 1 hd foes, Parry -1



Elfis the Elf



 MODRON




Modron Region 15 miles/hex
Hex Notes
3515 Dangerous packs of wild dogs roam the woods & meadows here. west of the Roglaroon. Some say they were once men, turned to beasts by an evil enchantress. Others say they are descended from pet dogs who survived the destruction of a noble lord's manor by raiding orcs of the Dearthwood.
3615 Modron City, sacred to both Mitra and the river goddess Modron.
3616 Southwatch Castle guards the southern approach to Modron from the bluffs between the Estuary of Roglaroon and the River Modron, overlooking both. Garrison of priests & 80 men at arms.
3617 Falifell Village - rumours of bloodstained mushrooms wreaking havoc. 18/7/48 redcaps slain.
3715 Gasconfold Plain - wild horses are herded by the wild Tharbrian Plainsfolk in their bright wagons.
3716 Brass Gate village, Cloudtop Hill - Watchtower, Cloudtop ruins to east show snake-sigil markings. 11/7/48 Yuan-Ti abomination driven from ruined Set temple.
3815 Rumours of Fey. Bakof's Tomb.
3816 Oldspell village. Strange blue gnomes reported here.
3817 Thornwood village. Blessed fountain.
3915 Estate of Geralt Montgomerie. Ruins of an ancient temple.
3916 Bridge & Watchtower commanded by Carrow Oakhand.
3917 Redstone Farm below Wolfcrag Bluff - Albert (RIP) & Bernadette Redstone.

3615 MODRON (Large Town): Conventional; AL
LN; TL 9; 3,000 gp limit; Assets 461,250 gp; Population
4,920 (Able bodied 1,230); Mixed (human 79% [mostly
Tharbrian, Alryan and Skandik], halfling 9%, elf 5%,
dwarf 3%, others 4%); Resources: Market. Authority
Figure: King Anoethin, male Alryan LN Clr10. Important
Characters: Shalot, female human LG Clr10 (high
priest of the Temple of Mitra); Sonniboot, male
Tharbrian Ftr8 (noted local pirate, leader of a sloop and
31 men, kills gnomes on sight); General Modronel,
male human N Ftr9 (head of the Interior Guard); Duke
Kralanor, male Alryan LG Pal5 (king’s cousin and in
charge of the king’s warehouse).
Five centuries ago, Modron was a thriving port city whose
inhabitants worshipped Modron, the Goddess of Rivers and
Proteus, the Shepherd of Neptune. Legends tell of the huge
merchant vessels from far off Karakan and the incredible
wealth brought by traders from the Isle of the Blest for pearls
and dwarven artifacts. The mermen of nearby underwater
village of Crespar stopped trading sponges and pearls to the
people of the town, yet the port’s wealth increased. Then, a
huge migration of orcs stopped the flow of dwarven merchandise
and the far travelers no longer docked at Modron. In less
than 50 years, the once flourishing area lost most of its
population and the followers of the god and goddess blamed
each other’s deity for the loss. Civil strife erupted and the
temple of Proteus was submerged in the holocaust. The death
blow was delivered by raiders in longships which carried off
the few women and men into slavery. The survivors fled when
orc scavengers moved into the ruins for a final pillage, hefting
tons of marble. The Temple of Modron, being underground
and underwater, was left unscathed and the Mermen renewed
their vows to the Goddess of the Rivers.
With funds from the City State, a new town was founded
by followers of Mitra on the ruins of the old, to protect, the
Overlord’s merchant ships from river pirates. “Maelstron,”
a giant sea snake, with an allegiance to the City State,
protected the builders. The original name of the city was
retained because it equated with magnificent warships and

high-wizards in songs of the bards. The past fifty years has
seen the new port again filled with sailors, merchants and
buccaneers. Anoethin is the patriarch-king of Modron. He
came to power after the death of his father two years ago.
Anoethin is noted for bravery in battle and likes to mingle
with the inhabitants of Modron at every opportunity.
Soggy, bound chest still nestled in the holds of scuttled
warships dot the bottom. A legendary fortune is said to lie
within the sunken temple’s ruins. Columns lying in the sand,
arches dislocated and slime-misted statues are visited only by
the Creatures of the Deep. No hero has returned from the
foamy labyrinth river-bed. Sulphurous smoke still bubbles
from boiling water in one area of the sound. Sages tell
of a river of incandescent lava beneath the wavelets,
sea-bats, a Triton Treasure House, sea-frogs and

deadly clouded water.

3616 Southwatch Castle (Castle): Conventional;
AL LG; TL 6; 100 gp limit; Assets 1,800 gp; Population
360 (80 men-at-arms War1-3s, 10 priests Clr1-3s; the
rest are Com1-2 devotees or mundane servants or farmers
under the protection of the castle); Isolated (human 96%
[mostly Tharbrian and Alryan, some Skandik],
others 4%). Authority Figure: Danielle, female
Tharbrian LG Clr7. Important Characters: Aelfwulf,
male Skandik LN War8 (commander of the troops,
he fully supports the expedition and is eager to get
underway); Godnet, female human CE Com2/Rog1 (she
is spy for the Pirates of Hagrost pretending to be a
commoner devoted to Mitra).
Danielle, along with her 10 clerics and four companies
(80 men) of troops, man the castle guarding the southern
approaches to Modron. It is built on a bluff overlooking the
Estuary and has a protected harbor at the base where a
small fleet of river galleys is stationed. Danielle is a rising
star in the Church of Mitra. She is currently preparing for
a major sweep of the estuary. She knows of two major
groups of pirates along the estuary. She is prepared to sweep
every inlet, river, and stream along the estuary until she
finds and destroys the pirates (or they destroy her).

3812 Wild Horses (EL 10): The villagers of Sticklestead
make a good living catching the wild (light) horses (CR
1; hp 19 each) that roam this area. There are 240 in the herd,
the rest already taken for domestication. Capture of these

horses is considered theft by the villagers.

3919 RYEFIELD (Village): Conventional; AL N; TL 5;
100 gp limit; Assets 1,600 gp; Population 1512 (Able bodied
378); Mixed (human [mostly Tharbrian, some Alryan
and Altanian], elf, half-elf, halfling, others); 
Resources: Pitch. Authority Figure: Ciloxinin, male
human CG Rgr7. Important Characters: Darik, male Alryan
LN Ari3/Exp2 (leader of the council, chief critic of Lord
Ciloxinin); Tonson human LN Rgr4 (he and his band
patrol the woods where the harvesters work).
Ryefield harvests the Desolate Swamp and the woods northeast
of the village for wood to be made into pitch. The barrels
of pitch are then taken down to a landing on the River Modron
and rafted down to be sold in Modron. Ciloxinin is the current
lord of Ryefield. He and the village elders do not get along well
as the elders feels he spends too much time adventuring with
the Whiteleaf League of Dearthwood. Currently he is helping
the priestess Danielle of Southwatch Castle (3616) in preparations

for her pirate clearing expedition.

4013 STICKLESTEAD (Small City): Conventional; AL
N; TL 5; 15,000 gp limit; Assets 4,762,500 gp; Population
10,160 (Able bodied 2,540); Mixed (human 79% [mostly
Tharbrian and Alryan, some Skandik and Altanian],
halfling 9%, elf 5%, dwarf 3%, others 4%); Resources:
Horses. Authority Figure: Kargrol, male Alryan LE Ftr8.
Important Characters: Gavenar, male Tharbrian LG Clr9
(patriarch of the Temple of Mitra); Mosar, male halfling
NG Exp8 (best horse breeder in the region).
Sticklestead is noted for the quality of its horses and the
size of its herd. Using the Gasconfold Plain Sticklestead
raise some of the finest war and riding horses in the
Wilderlands. Sticklestead supplies almost all of the horses
for the Overlord’s Cavalry. The Faith of Mitra has an
important temple in Sticklestead and it’s patriarch, Gavenar
is a rival of Anoethin, the patriarch king of Modron.
Governor Kargrol rules Sticklestead in the name of the
Overlord. He rules with a firm but fair hand and has publicly
executed several merchants who attempted to bribe him.

4014 Gasconfold Castle (Castle): Conventional; AL
LN; TL 5; 200 gp limit; Assets 6,000 gp; Population 600
(140 War1-3s men-at-arms led by 10 Pal1-2s; the balance
are Com1-3 or Exp1-2 mundane farmers or retainers);
Isolated (human 96% [mostly Tharbrian], others 4%).
Authority Figure: Laran, male human LG Ftr9. Important
Characters: Melwyn, male human NG Wiz11 (Laran’s
mentor and friend, resides in the castle).
Gasconfold Castle stands watch over the eastern edge of
the Gasconfold Plain. Its patrols keep poachers away from
the horse herds roaming the plains. The castle also patrols
the coast from Seastrand to Tegel watching out for any
Skandik raiding. Laran takes his job quite seriously and is
well regarded in the Overlord’s Court for his competence

and for the success he has had at his job.

4015 BRUSHWOOD (Village): Nonstandard; AL LG; TL
4; 100 gp limit; Assets 1,650 gp; Population 1528 (Able
bodied 382); (human [mostly Tharbrian, some
Alryan], elf half-elf halfling others);
Resources: Market. Authority Figure: Gakatig, male Alryan
Clr6. Important Characters: Duren, male dwarf LG Ftr8/
Def2 (leader of the temple guard, old friend of Gakatig).
Brushwood is the center of a large community of farms
along the River Difring. It ships much of its grain and
produces to Sticklestead and enjoys a steady trade with
that city. There is a temple of Mitra in Brushwood and its
leader, Gakatig, is the high priest of the temple. Gakatig is
also the de-facto leader of Brushwood and the local tradesmen

and farmers often bring their disputes to his court.

4016 Dolmans of the Gorgons (EL 10): In the southern
half of the Brushwood Forest is a set of standing stones
with an ancient stone wheel lying in the center. This
wheel is inscribed with runes and can be used to predict the
winds within 100 miles if a Decipher Script check (DC 15)
is made. Strange statues of deer, rabbits and squirrels
abound, seemingly part of the decor. These are in reality
innocent victims a pair of gorgons  that 
make this area their lair.

4215 Stirge Nest (EL 3+): In the hills north of the
River Difring are many small caves. At night, bats pour
forth in large clouds to eat insects. A few of the bats are
stirges (CR 1/2; hp 5 each). Encountered only at night,

anyone camping here is attacked by 4d6 of them.

4313 SEASTRAND (Small Town): Conventional; AL
LE; TL 4; 800 gp limit; Assets 41,200 gp; Population 1,648
(Able bodied 412); Mixed (human 79% [mostly Skandik,
some Tharbrian], halfling 9%, elf 5%, dwarf 3%, others
4%); Resources: Market. Authority Figure: Vagnakar, male
Skandik N Ftr8. Important Characters: Owalt, male Skandik
CG Clr8 (high priest of Thor); Ranggott, male Skandik CE
Ftr6 (in the pay of King Alkazed of Ossary and planning to
assassinate Vagnakar during the pirate expedition).
The Skandiks conquered Seastrand over 700 years ago.
They survived through the orc invasions and the Gnoll Times
to become one of the most prolific bases of Skandik raids. Two
hundred years ago the Overlord of the City State invaded
Seastrand and sacked the town. He forced the surviving clans
to acknowledge him and his descendents as their king. Since
then Seastrand clans have sailed for the Overlord against
Ossary. Vagnakar is the current chief of Seastrand and enjoys
the full support of the Overlord. Currently they are preparing
for a season of hunting pirates as part of the Overlord’s push
to eradicate pirates from the Estuary of Roglaroon.

4313 Darkwater Coven (Citadel): Magical; AL NE;
TL 8; 100 gp limit; Assets 1,600 gp; Population 160 (40
magical half-sahuagin monks Mon1-3s guard the coven;
the balance of the population are human [Skandik] Com1-
3s servants and retainers; there are 2-7 Wiz2-5s and 1-4
Clr1-3s here at any time); mixed (human 79% [mostly
Skandik, some Tharbrian], orc 9%, half-orc 5%, goblin
3%, others 4%). Authority Figure: Quart, male half-orc CE
Wiz7. Important Characters: Balaria, female Skandik NE
Wiz5 (Quart’s main rival for control of the coven).
Darkwater Coven is hidden among the cliffs and bluffs
overlooking the coast north of Seastrand. There they delve
into ancient magic concerning water. They have many
dealings with sea demons, sahuagin and other evil dwellers
in the deep. They also have a steady trade with some of the
more depraved Skandiks of Seastrand for charms, potions
and curses. Quart is unusual as he is a half-orc who is also
a wizard. He uses his brute strength as well as his intellect

to maintain control of the coven.

4314 SUNLITTEN (Small Town): Nonstandard; AL LE;
TL 4; 800 gp limit; Assets 45,000 gp; Population 1,800
(Able bodied 450); Isolated (human 96% [mostly Altanian,
some Skandik, a few Tharbrian], others 4%); Resources:
Market. Authority Figure: Rasarel, male human N Rog7.
Important Characters: Polasa, female human LE Wiz2/Rog3
(sent by City State’s thieves guild to try to takeover of the
town from Rasarel); Endari, female Tharbrian N Ari4
(leading merchant and operator of a smuggling ring operating

throughout the Winedark Sea).
Sunlitten is still one of the few
towns dominated by Altanians left
on the coast. They survived by
their devotion to the goddess
Nephthys and by operating a black
market open to everyone. Just
about any legal or illegal good can
be found in Sunlitten provided
that you have the right connections.
Rasarel is the current High
Guildmaster and arbitrates disputes
between the guilds. The goddess has
favored them with exception skill in
the art of commerce and the major
powers of the region have left Sunlitten

alone.

4416 TEGEL (Village): Conventional; AL N; TL 4; 200
gp limit; Assets 5,750 gp; Population 920 (Able bodied
230); Mixed (human 79% [mostly Tharbrian, some Skandik
and Alryan], elf 9%, half-elf 5%, halfling 3%, others 4%);
Resources: Market. Authority Figure: Ternelmor, male
Tharbrian LE Ftr7. Important Characters: Sarthoggus, male

human CE Clr8 (high priest of Tsathoggus, the frog-god);
Sir Runic the Rump, male Alryan LG Pal6 (dim-witted
owner of Tegel Manor and trying to sell it).
Tegel is the market for the farms in the surrounding
region to the west. They also trade with the Skandiks to the
south and pay tribute to Ossary. Ternelmor is the mayor of
Tegel and leader of the militia. Currently he is busy trying
to organize patrols to find the lair of Sarthoggus. He has
also troubles with pirates who have erected a base somewhere
along the coast near Tegel. Tegel was ruled once by
the Rump family, whose family crest — the Golden Hind
banner — once inspired confidence and trust. However,
the cost of maintaining Tegel Manor, a huge sprawling
manor-fortress near the seacoast, and their rumored delvings
into less savory magicks, broke the family and left them
penniless. The family fell into decadence, degradation and
far worse. The manor house is now reportedly inhabited by
all manner of evil creatures and undead. The manor has
survived the downfall and the ravages of time due to a
legendary glamour placed on the house. Sir Runic Rump is
the current lord of the manor. Sir Runic constantly tries to
sell the manor, often for ridiculously cheap prices. He has
twice lost the manor in card games, but the deed to the
manor has always been returned by the latest owners who

demand their money back usually with threats of violence.

DEARTHWOOD & THE ROGLAROON, 15 miles/hex
Modron - West

Modron - East

Modron NPCs 


Palace NPCs
King Anoethin, ruler of Modron, Cleric, Patriarch of Mitra
Lord Serile the Sans, Royal Minister, Cleric, 1st cousin of Anoethin
Duchess Tara Tetle (f), Mistress of Ledgers, Cleric, Chief of Ports & Customs, cousin of Anoethin
Duke Kralinor, Keeper of the King's Warehouse, Paladin, cousin of Anoethin,
'Old' Drawlin, Palace Chamberlain, Cleric
Thwarton the Groundskeeper-Minstrel, Bard
General Modronel, Ftr 
Sammy of Margate (f), a palace slave girl

The Knight Defenders of Modron
Knight-Captain Sir Khorbane of Corm, Ftr
Sir Torga the Teeth, Ftr
Sir Ledbread Abul, Ftr
Sir Burrey Berrle, Ftr
Sir Trawailer, Ftr

Temple of Mitra
High Priest Shalot, Speaker With The Gods
Protector Chansler
Deritum, Receiver of Dignitaries
Waxriatl, Leader of the Common Services
Ceratalor, Temple Scribe & Coordinator

Outside Walls
Esdelia the Sea Hag, maker of the Red Seaweed & Octopus Eye Stew of Water-Breathing (10gp)

Military Barracks
Sgt Korlin of Cairn, Commander of the Interior Guard, Ftr

City NPCs
#12 Seer Sorta the Fortune Teller
#16 Alchemist School - Archimedes Aragon
#21 Philosopher's Stone Alchemist's Shop - Dubious Deletter
#22 Inn of the Drawn Sword - Rockaree Redletter the green dragonslayer, dwarf Ftr
#23 Somethin' Cookin' eatery - Telly Tirile
#24 Expeditions Unlimited - Derailor Hum, Ftr
#27 Inn & Out Inn, Hornrik Steptoe, hobbit
#30 Weapons Shop - Thumbold, legendary smith, Dwarf
#31 Concentric Circles - Shambley, Dwarf smith
#32 Kellarbari Tavern - Sidslone Berae, innkeep-sage
#40 School of the Samurai - Mataguchi Ton Lai Hum
#52 Waterdown Tavern
#53 Sir Shamblin Gait the Gossiper

History of Modron (BCCC)

KELNORAN EPOCH (400-921)
400 Empire of Kelnore founded by Krieg the Elder. The Kelnoran barbarians are much influenced by contact with the fading Ghinoran civilisation, and expands rapidly, soon ruling across the Winedark Sea and Pazidan Peninsula, coming into contact with Valon and later Viridistan.
450 According to legend the City of Modron is founded by a sea-faring Tharbrian Prince, Rylor, at the Mouth of Roglaroon. He marries the River Goddess Modron, and founds a great dynasty.
500 Modron becomes a vassal city of the expanding Empire of Kelnore.
679 Tazakel rules Kelnore(?)
767 The Defeat at Bitter Ridge by Viridian forces backed by sorcery halts the expansion of the Empire of Kelnore. End of Kelnore’s Golden Era.
783 Kukalkin the Preserver rules Kelnoran Empire.
800 Emergence of the Dragon Empire of Glorious Doomfire in central Pazidan, said to have been led by a handful of Orichalan Dragon Lords, later including Angall of the Perpetual Void. 
880 Fiery rains - 'Doomfire' - blast the Kelnoran colonies in Pazidan.
887 Itzlazam the Strong rules the Dragon Lords.
891 The Time of Sorrows.  Doomfire Empire dragons sweep through the crumbling Kelnoran Empire, as the borders are attacked by wild Tharbrians, and the Altanians revolt. 
921 The Fall of the City of Kelnor to barbarian Paldoran and Gishmesh invaders. To the north in Skanda (now Tarsh) surviving Kelnorans revert to barbarism, but re-emerge as the Skandiks centuries later, founding the island kingdoms of Brezal and Croy.

DOOMFIRE EPOCH (921-2870)
950 The evil Dragon Empire of Glorious Doomfire dominates the Pazidan Peninsula, aided by legions of horned Demonbrood mercenaries recruited from the far South. The Demonbrood are soon dominant over the Empire's human stock.
971 A vast horde of winged apes devastates the lands of Viridistan, invading the borders of the Doomfire Empire.
991 Golden Anothezam rules the Doomfire Empire.
995 Doomfire Empire scouts, seeking north for the source of the winged apes, reach the Tharbrian city of Modron and the haunted ruins of Rhamsadron, said to be left over from the War of the Pious and Philosophers. 
996 Doomfire Dragon Lords ally with the Dearthwood Orcs, who serve Orcus through his son Boruta, who wields the power of the Markabs.
1066 Priests of Modron and Valonese Wizard Knights of Odin trap Boruta beneath Modron's temple.
1067 Orcus & the Orcs of Dearthwood besiege Modron. Gaia swallows the Temple of Modron, Orcs overrun Modron. Orcus imprisons the Goddess Modron beneath her city.
1080-1100 The Doomfire Dragon Lords build the city Gharrias over the ruins of Modron, and refound Rhamsadron as a fortress city. 
1095 Ahkan Chane the Wizard rules the Doomfire Empire.
1199 Queen Alumienna is the first independent ruler of Rhamsadron. The northern Dragonlord domains of Rhamsadron and Gharrias are effectively independent city-states, with their own Dragon Kings. 
1333 First Great Invasion of the Tharbrians. Gharrias and Rhamsadron (under Aftar the Fire-Dog, Menestor the Defender, and Ermid the Ruthless) continue to thrive.
1400 Flanesnar the Barbarian rules Rhamsadron until assassinated by agents of Viridistan.
1411 Under-King Ledgelys rules Rhamsadron as a vassal of Viridistan.
1515 Dragon King Cardondinas rules Rhamsadron.
1700 Doomfire Emperor Grongyrfeng extends Doomfire influence north across Roglaras.
1760 Second Great Tharbrian Invasion - Tharbrians defeat Viridistan, their northern Dragon Lord allies/vassals of Rhamsadron and Gharrias, and their Amazon mercenaries, at the Battle of Majestic Mountain. Northern lands of the Dragon Kings are ravaged, leaving much of the Roglaras a wasteland. 
1780 Amazons intermarry with the Tharbrian clans (and even Orichalans), forming the Tharbriana.
2150 Sack of Gharrias by Tharbriana. The northern Dragon King, Kundal of the Flame, is put to the sword. Tharbriana under Queen Rianna release Modron from her vault. Re-founding of Modron. 
2200 Kukalan of the Storm rules Rhamsadron. Emergence of the Skandiks; from Brezal and Croy they move south and war with the Amazon tribes of eastern Pazidan. 
2870 Fourth Great Invasion of the Tharbrians. Dark Battle of Havocia destroys Viridian power in the north and east. The Tharbrians invade Roglaras and destroy Rhamsadron. The ruins are wholly abandoned for 200 years.

EPOCH OF THE CITY STATE (CSIO) (3075-present)
3075 Altanian tribes under Larsandrow Longsword invade the Roglaras, conquering the Wild Tharbrians. With Viridian asistance they clear the now ruined and haunted Fortress-City of Rhamsadron, then found what will become the City State of the Invincible Overlord upon the Orichalan ruins through a unification of the Altanian nomad tribes, with Dwarven and Tharbrian allies.
3798 Skandiks destroy the Armada of the Overlord 
3900 Modron is sacked by the Orcs and partially ruined. Orc hordes pillages the lands from Dearthwood
3983 Modron’s trade with the dwarves cut off by a huge migration of orcs. 
3977 Modron sacked by Skandiks. The city dies and is abandoned.
4283 City State (CSIO) defeats the Altanian Barbarian Kings of the eastern Roglaras, and restores Modron to guard the Overlord’s merchant ships from pirates, Skandik and other.
4448 M4 A threatened Skandik invasion of Nerath is diverted north when the Invincible Overlord raids Ossary at behest of Archpriest Thuruar. M7 Skandiks under Alkazed, with the aid of the Black Sun of Yg-Zhir-Set, destroy the Overlord's armada at a great sea battle north of Ossary.  Archpriest Thuruar falls in battle, while the Overlord Hygelak escapes, but badly wounded, fleeing back to the City-State. Skandiks now threaten all the Pagan Coast and Modron. M8 Skandik fleet sailing up the Roglaras past Modron is destroyed in a terrible storm, saving the City State. Most say the gods intervened to save the CSIO, but Modron claims it was the work of their royal wizard.
4449 M12 Disappearances on Lost Man's Trail


THE FAT DEER INN, LOST MAN'S TRAIL (south west Hex 3914)


Fat Deer Upper Floor

Merrod the Bearded, Fat Deer Innkeeper
Lily Quells, Fat Deer barmaid
"The stretch of narrow road between Modron on the Roglaroon and Seastrand on the eastern coast is referred to by locals as the Lost Man’s Trail. People have disappeared while travelling this trail, and the locals of the Gasconfold region try to only venture to Modron in groups of
Rose Dorrager, Fat Deer barmaid
ten or more - and preferably armed. The trail winds through a desolate and almost uninhabited area of moors, marshy flatlands with a few low grey hills, and occasional clumps of dense thicket, or copse of trees. The skies are often overcast, with a drizzle of rain most days of the year, making this a dark and dismal place to journey. The evenings are given to sudden mists and dense fogs. No one knows what has become of the unfortunates who have disappeared, but many are willing to give you their opinions..."

The Fat Deer Inn is the commoner’s place to stop on the trail between Modron, Seastrand, and Brushwood.

The Inn and the Grounds
The buildings that make up the Inn are surrounded by a ten foot high wooden palisade with five firing steps built into it. The main gate is bound in iron  and is kept closed and barred at night. An alarm bell hangs from the wall inside the gate. One of the three fighters employed by Merrod is always standing guard at the gate. Travelers arriving between dusk and dawn must wait
until Merrod and all three fighters are at the gate before being allowed to come in.

The Main Building
Tem, a Travelling Merchant
The main building is a two story, half-timbered building
with a thatched roof, and whitewashed plastered walls set
between blackened oak timbers. The windows and the main door
into the building are left open in good weather, but at night or in

bad weather are kept closed and barred.

Merrod the Bearded
A sly-looking, unusually-hairy, man
who smiles constantly, greeting all in a loud, booming voice. He is always encouraging his guests to drink up.




Varro the Skandik, Huntress


Barak the Warrior




Revelry at the Fat Deer

The Moorshead Stannary (NE 3914)
The Moorshead Stannary (alluvial tin-mining area) was based around mining the deposits of tin found in the gravels of the stream beds that crisscrossed the area. Individual miners, small groups, and individual workers claims scattered around the moors, and marsh. At one point it was rumored that truesilver had been found mixed in an especially rich tin vein, and for a while, the area was overrun with fortune-seekers, trying to find a living there. This brittle and light silver metal, which turned out to be aluminum, was in small quantities,
and deemed valueless, for lack of applicable uses. It was a harsh life of backbreaking labor in a miserably damp climate, but did allow each miner a lot of independence. Because of the high water table, there were no deep mines. Instead, there were a large number of holes and pits dug throughout the region. Eventually, the deposits of tin grew played out. Richer tin strikes were found elsewhere, and the Stannary was abandoned (except for a few small time miners who preferred their independence over better pay elsewhere). In the last decade, most of those who remained have disappeared, leaving Edward the Stanner as the only person of note to continue the local trade.


RORYSTONE ROAD REGION


GEOGRAPHIC FEATURES OF THE REGION

Alderock, River (Calm Aquatic): This narrow, deep
river flows from the Adderwood into the Estuary of
Roglaroon. Periodically, gold is found in the shallows,
triggering gold rushes every few years.

Archlin Stream (Calm Aquatic): Tributary from the
River Hagrost. Watering area for hill wildlife. Encounters:
badgers, deer

Adderwood (Dense Forest): Twisting trees and vines
with a life of their own gave this place its name. Encounters:
Carnivorous plants

Barzanit, Falls of (Stormy Aquatic, Perilous): Majestic
falls where the River Wakeful plummets from the
heights of Lanshan Cap, the falls are visible in the distance
to those on the Crossings of Ricaridge, but are not easily
accessible.

Battleplain Gwalion (Battlefield, EL 8): Legendary
site of barbarian and nomad wars. The ground is fertile
from spilled blood and contains the remains of many dead.
Encounters: ghosts, skeletons

Bendigroth, Plateau of (Grasslands): The Plateau of
Bendigroth is a hundred-mile-wide swath of grassy steppes
only sparsely interrupted by small copses of wind-stunted
trees. It is ideal country for cavalry and horsed nomads, and
is widely renowned for the availability of expert horsemen
as light cavalry mercenaries. Many battles have been
fought on these plains, as hordes of Tharbrian nomads
have periodically swept down from the northwest. These
plains provide a source of flint for the villagers of Havocia.
Minotaur and wereboars are dangers for the local villagers.
A certain region of Bendigroth is known as the Plain of
Skulls, since one cannot walk for ten paces in any direction
without encountering human bones, as a result of a horrific
battle between invading Tharbrians and the forces of the
World Emperor at Viridistan. At the eastern end of the
plan are row upon row of skulls, human and otherwise, all
facing east. It is said that they form a part of some religious
ritual. Encounters: skeletons, specters, wraiths, witches
Brezal Isle: Just north of Croy is the Skandik island
Brezal Isle and its capital city, Armagh. The king of Brezal
is believed to be a tributary king under the rule of the
Skandik Warlord, Alkazed, at Ossary. Sailors tell dark tales
of the great sea monsters that swim near Brezal Isle. It is
said that the island is the peak of a sunken mountain range,
submerged during a battle between sea mages countless
ages ago. The ruins of many buildings, walls and even
entire towns have been found underwater nearby.

Briskly, River (Calm Aquatic): Connects Council
Lake with the Witches’ Court Marshes. Many fish reside in
the area around Council Lake.

Brushwood (Medium Forest): Light forest east of Modron,
the wood here is highly prized for its flexibility and strength.
Bows made from the wood here are always in demand.
Encounters: foresters, goblins, hunters, poachers, wood elves

Brytalin Stream (Calm Aquatic, Busy): This branch of
the Estuary of the Roglaroon is a shallow stream terminating
in the low hills.

Buckol, River (Calm Aquatic): This slow, shallow
river that feeds several bogs and fens.

Buskin Wood (Medium Forest): Hardwood forest on
the northern tip of the Romillion Sea. Encounters: fey,
hill giants, halflings, hunters.

Cairns, Plains of (Grasslands, EL 6): Along the plains
of Cairns run many wild horses. They are herded and
traded in the nearby villages and attract predators. The
plain is dotted with the tombs of ancient warriors, including
spirit-haunted cairns of the ancient Orichalans who
occupied this area ages ago during their Dragon Empire.
Encounters: ghosts, wights, undead of all types

Caravan Crossing (Calm Aquatic, Busy): Traditional
area of caravans crossing from the City State to southern
areas. Well patrolled, piracy is rare here.

Carrion Abyss (Forbidding Mountains, Giant): A grand
crevasse that houses many buzzards and carrion birds. Its
depths hold various dangerous predators and scavengers. All
intelligent creatures and beasts shun the place. A coven of
Carrion Druids has built a foul citadel in its depths. Encounters:
carrion crawlers, otyughs, stirges, evil Carrion Druids

Cloudwall Mountains (Forbidding Mountains, high
peak; some Giant): The high peaks of these mountains are
often shrouded in the clouds. Steam boils out from fissures
in low areas causing the mountain to be in perpetual fog.
Encounters: kobolds, perytons, steam mephitis

Conqueror’s River (Calm Aquatic, Busy): Running
from the Mountains west of Tain, the Conqueror’s River
empties into the Estuary of the Roglaroon near the City
State. Its name comes from the fact that armies always used
the ford to cross as it is a natural path of attack.

Council Lake (Calm Aquatic): Nomads (mostly
Tharbrians) from the various plains travel here yearly to
trade goods and celebrate springtime. The forests around
the lake, however, are quite dangerous. Encounters: bandits,
barbarians, goblins

Croy (City State): The isle of Croy sits just east of the
Mouth of the Roglaroon and contains the Skandik kingdom
of Croy, which is not aligned with the warlike Skandiks
at Ossary. The isle of Croy contains an ancient shrine to
Odin (known as “Wotan” to the Skandiks). It is said that
the shrine contains a huge oak, a seedling from the divine
World Tree, and that the oracle of the shrine is very wise.

Darkling Woods (Dense Forest, EL 12): Haunted
woodlands, full of many magical plants and animals that
can be used by wizards as spell components. Normally
avoided by all except the nomads who travel to Council
Lake. As All Hallows’ Eve draws near, many witches
traveling to the annual ritual in the Witches’ Court Marshes
stop for several weeks in this wood to harvest the plentiful
mandrake root and other herbs and creatures that are
usable as spell components or potion ingredients.

Deadroot Marsh (Swamp): Large boggy area; black
lotus can be found in the deepest bogs. Encounters: giant
frogs, giant leeches

Dearthwood (Dense Forest, portions are Giant; EL
12): Dearthwood is a vast and dense forest to the north and
east of the City State. It is home to the Wild Orcs of the
Purple Claw. The wild orcs worship a four-armed blood
goddess and, until recently, were led by an Amazon queen.
Fourteen years ago, the orcs challenged to cut of all supplies
to the city and were finally beaten back when the city
established a redoubt across the river. Although the redoubt
guards were slain to a man, the queen of the wild orcs was
killed, and the orcs retired to crown her daughter. Since
then, the Overlord has successfully appealed to the druids to
protect his woodsmen brave enough to live adjacent to
Dearthwood. No one has located the orcs’ stronghold,
although many expeditions have been lost attempting it.
The Overlord has posted a reward for the slaughter of the
orcs and has staffed many surrounding strongholds to lead
forays into the wood against the orcs. The wood is also
occupied by many druids and the hardy Dunael wood folk,
who are noted rangers. Encounters: deer, elk, mountain
lion, smilodons, orcs, orcs and more orcs

Dearthwood Amazon of the Blood Goddess

Demon Tongue: 39 miles northeast of
Thunderhold, the Rorystone Road turns east to an area of
abandoned mineshafts. The area gets its name from the
switchback road.

Desolate Swamp (Swamp, EL 10): This swampy marshland
is between two sets of highlands. Few travelers venture
near the swamp because of rumors of a hideous hag and
numerous trolls. Encounters: giant insects, hydrae, snakes
(vipers), trolls

Devil Whip Rapids (Stormy Aquatic): The winding and
switchback stream is a constant rapid for nearly 10 miles.
Villagers from the Howling Hills come here to test the waters.

Difring, River (Rough Aquatic): Fast moving river that
branches off from the Modron River into the hills west of Tegel.

Elvenstar, River (Calm Aquatic): Fed by the hills
between the Grimlon plains and the Grimlon Outlands,
this river flows all the way into the Romillion Sea.

Emperor’s Way: One of the marvels of Viridian engineering,
the Emperor’s Way is a wide road that winds through the
mountains from Rathold Valley to the lowlands north of
Catalan. The road is well-patrolled by Viridian troops.

Eorlbane, River (Calm Aquatic): A branch of the
Conqueror’s River, Eorlbane serves as the northern border
of the Troll Fens. River trolls live along its banks.

Erlag, River (Calm Aquatic): Along with its sister
river, the Fairgem, this waterway circles a large stand of
mighty oaks. Treants live in the forest.

Ered Cantref (Forbidding Mountains, high peak):
Known for its abundant outcroppings of fine marble. The
only means of traversing this high range is Twinhorn Pass.

Lanshen Cap rises to a height of 17,000 feet. Encounters:
giant eagles, storm giants

Ered Losthain (Rugged Mountains, low peak/high
pass): Mountains east of the Old South Road. Many
copper mines have been found in this area. The northern
reaches of this range span from the Dearthwood near the
City State all the way south to the mid Altanis region.
Griffons nest in the area near the Wellnigh fields.

Fairgem, River (Calm Aquatic): This river travels from
the hills east of Redcliffe south to the Selgat Haven.
Fatherhorn Mountain (Rugged Mountains, low peak/
high pass): Great dragons have been sighted near the
summit of this great peak.

Fiery Scarp (Forbidding Mountains, high peak): This
high and impressive peak is known to be volcanically
active, and has erupted several times over the years, showering
surrounding lands with ash.

Gasconfold Plain (Grasslands): Nestled to the northeast
of Modron, this plain is the home of wild horses and ponies.

Gilring, River (Calm Aquatic): Slow but powerful river
drawing from the Estuary of Roglaroon.

Gnarith, River (Rough Aquatic): A rough, fast-flowing
river that passes through the rugged country around
Castle Gaurdhrakh before joining the River Briskly to the
south.

Goodholm Haven (Calm Aquatic, Perilous): A shallow
bay, noted for its numerous sandbars and hazardous
navigation.

Gorbad Stream (Calm Aquatic): Muddy waterway with
beds of shellfish near the mouth of the stream.

Graven Hollows (Gentle Hills, EL 7): Low hills containing
the ancient burial cairns of the southern barbarians.
Riches and doom abound. Encounters: undead of all sorts

Green Gate Passing (Dense Forest): Thick, ancient coniferous
woods grow close amid tangled undergrowth. Creatures
from the Mermist Marshes are sometimes found here, as are
hunters and woodcutters from Dearthmead and Goodhap.

Grimlon Outlands (Moor): Desolate basin north of the
Grimlon Plains. It is mostly uninhabited rocky terrain.
Encounters: basilisks, perytons

Grimalon Plains (Grasslands): Verdant grasslands west
of the Romillion Sea’s northern tip. It is home of several
tribes of Tharbrian nomads. Encounters: barbarians, dire
wolves, wild herd animals

Hagrost, River (Calm Aquatic, Busy, EL 8): Pirates
whom often raid the Estuary of Roglaroon base here in the
village of Wormingford. This river joins the River Gilring
and thereafter the Estuary of Roglaroon to form the Caravan
Crossing River that leads downstream to the City State of
the Invincible Overlord. Fish are plentiful in the river and
the woods that surround its northern bank are relatively
safe. For more information on this area see the Judges Guild
product Pirates of Hagrost, by Bryan Hinnen and Dan Hauffe.

Harridrim Cap (Forbidding Mountains, high peak):
Very high mountain, the top of which looks like a crooked
wizard’s hat. Rumors tell that caves in the region hide the
long-abandoned dwelling place of a cabal of ancient wizards.

Herald Peak (Forbidding Mountains, high peak): The
highest peak visible from the City State.

Hetflas Dunes (Gentle Hills): Gentle hills east of the
Cloudwalls. Cave entrances lead to underground caverns.
Encounters: goblins, ogres

Hodar Rapids (Stormy Aquatic, EL8): Wickedly churning
waters are what give this mouth of the River Syfwitch
its name.

Howling Hills (Rugged Hills, EL 9): Fierce predators
prey upon unsuspecting travelers and villagers. Encounters:
dire wolves, trolls, werewolves

Inflow, River (Calm Aquatic): A muddy shallow river.

Keystone Peak (Forbidding Mountains, high peak):
Westernmost peak in the Cloudwall Mountains. Rumors say
an item knows as the “Keystone” controls all the dimensional
portals in the Wilderlands is hidden around or beneath the
mountain. Encounters: giant eagles, outsiders of various sorts

Kirmier Stream (Calm Aquatic): A branch of the river
Twiling, the Kirmir flows deep into the Graven Hollows
burial grounds. Encounters: lacedon (ghouls)

Lanshan Cap (Forbidding Mountains, high peak):

Longship Havens (Calm Aquatic, Busy): Inflow from
the Winedark Sea. Shallow coastal waters make for easy
navigation. The area is used by the Skandiks to build their
longships and the seas surrounding the area are constantly
patrolled. Encounters: barbarians.

Majestic Fastness: The Majestic Fastness is a vast
underground complex that is the ancestral home of the
dwarves who now occupy Thunderhold. They were driven
out of their halls 400 years ago by the great red dragon,
Analegorn, and his young who now rule over the dark
domain. Analegorn has called to him hordes of evil creatures
that guard the hundreds of miles of corridors and
deeps of the Fastness and do his will. In addition to being
the fiercest dragon living, it is rumored that Analegorn is
also a wizard equal to the most powerful archmage. The
dwarves of Thunderhold are said to be planning a strike
against him to regain their ancestral home.
Majestic Mountains (Forbidding Mountains, high peak,
EL 15): The Dwarves of Thunderhold originated at the
Majestic Fastness, deep in the Majestic Mountains. However,
they were routed by the Dragon, Analegorn and its
three young who dominate the mountains to this day. The
sides of the mountains, once lush with alpine meadows,
still bear the scorching of the assault by the dragons over
400 years ago. Analegorn has not emerged since, but his
young can often be seen circling the mountaintops and
raiding the local area. Surprisingly, the dragons have not
yet led an attack against Thunderhold.

Marling Stream (Calm Aquatic): Fed by the Witches’
Court Marshes, the Marling Stream is a grey, lonely river
that flows slowly to join the River Briskly.

Merrilin Stream (Calm Aquatic, Busy): Slow stream
branching off the river Gilring. Fish are abundant, making
fishing this stream quite easy. Encounters: scrag (aquatic
trolls)

Mermist Marshes (Swamp): Located southeast of the
City State, there are many rumors of merfolk associated
with this swamp. In the past, the Mermist Swamp was
home to refugees from war. Those refugees came to worship
a deity called The Toad, the God of the Mermist Swamp.
His worship has not spread much past the swamp, but there
is a temple to him in the City State. Encounters: giant
frogs, giant toads, giant slugs, debased fey

Modron, River (Calm Aquatic, Underwater, EL 8):
Many sea creatures prowl the deep waters around the city
of Modron, sunken ships litter the river bottom, and
aquatic adventure abounds for those brave enough to enter
the River Modron and the Estuary of Roglaroon. The mercity
of Crespar lies under the water near the city.
Encounters: mer-elves, sharks, lacedon (ghouls)

Moonraker Moorlands (Moor): These moors are pocked
with craters that resemble the surface of the moon in some
spots. The Moonraker Moorlands are home to the
Moonraker Moor-Folk, a strange bloodline of human believed
to be descended from the Orichalan Dragon Kings
that once ruled the area where the City State now stands.

Nazhorrow Woods (Dense Forest): A great stand of
evergreens north of the River Stillring. Wood elves live in
and around the woods. Encounters: elk, goblins, mountain
lions, wood elves

Neuwag’s Neck (Rugged Mountains, low peak): The eastern
branch of the Ered Losthain range. Giants live in this area.

Nimbus Tor (Rugged Mountains, high peak): The
highest peak in the northern Majestic Mountains is often
wreathed in dark clouds and illuminated by lightning.

North Mantle (Grasslands): The flint fields of the
Plateau of Bendigroth give way to a richer, loamy soil. It is
excellent for agriculture and supports many nomadic
Tharbrian tribes. Farther west, the North Mantle grows
rougher and more perilous (Viridistan). Encounters: nomads,
wolves

Old South Road: The only safe overland road south of
the City State, this “Old Road” still sees much use, and
brigands and highwaymen steer clear of it for fear of reprisal
from the Overlord’s patrolling Throngs.

Phantom Peak (Forbidding Mountains, high peak): A
semi-dormant volcano, occasional bursts of steam released
from far below give a haunted, howling wail that can be
heard for miles away.

Poreeh Wash (Swamp): Flood plain leading to the
Deadroot marsh. Encounters: giant mosquitoes

Prydon Plain (Grasslands): Grasslands between the
forests of northern Altanis and the Cloudwall Mountains.
Encounters: dire wolves, wild horses

Quoth, Crossings of: Two natural bridges connecting
the Grimlon Outlands with the Stonefolk Plain. The
eastern crossing is the home of a two-headed troll that lives
under the bridge.

Rathold Valley (Grasslands): This clearing on Emperor’s
Way was a favored stopping place. It is very level and quite
free of debris. Encounters: mercenaries, merchants, pilgrims

Ricaridge, Crossings of: Natural land bridges crossing
the River Wakeful.

Rocky Rapids (Stormy Aquatic, EL 7): Winding
through the Majestic Mountains, the Rocky rapids are
treacherous with half submerged rocks and whirlpools all
along its path.

Roglaroon, Estuary of the (Calm Aquatic, Busy, Underwater):
This great river runs some 120 miles from the
City State all the way to the sea. It is almost beach-like
from the City State to Modron, where it becomes much
deeper. The estuary is patrolled by the sea monster
Maelstron, who is rumored to be aligned with the Overlord
and to aid him in hunting pirates. How this monstrous aid
was gained is a matter of debate and speculation.

Roglaroon, Mouth of the (Rough Aquatic, Busy):
This delta is the mouth of the main river feeding the City
State. The river is very deep and fast until it reaches
Modron to the south, where it shallows out.

Romillion Sea (Calm Aquatic): See Barbarian Altanis.

Rorystone Road: Cobblestone is the main road that
runs from the City State all the way to Thunderhold.
Patrols search for bandits living in the area that prey on
travelers and caravans.

Sabre Scarpe (Grasslands, EL 5): Called such for the
razor-like grass growing along the hills. Travelers not
taking precautions will take 1d6 slashing damage each turn
of travel.

Saddlebow Path: Well worn path from Warwik in the
north to Seasteadholm in the south.

Severn, River (Calm Aquatic): This wide, slow river is
one of the deepest in the world. The bottom of the river has
never been reached in some sections.

Silverwood Valley (Grasslands): The reflected sunlight
from the woods to the northwest give this valley a
silvery hue. Many ponies and grassland horses live in this
valley. There are rumors of unicorns being seen in the
valley. Encounters: birds with exceptionally bright plumage,
fey, giant ants

Smokeweed Fens (Swamp): The leaves of plants in the
deepest regions of this swamp fetch high prices for their
hallucinogenic nature. Encounters: dire crocodiles

South Mantle (Grasslands): See Viridistan.
Steadfast Stream (Calm Aquatic): This small and shallow
stream never seems to lose any of it water during the seasons.

Stilling, River (Calm Aquatic): This river starts on the
edge of the Nazharrow Woods and ends nearly upon the
Howling Hills. In some places river trolls lair near the waters
edge. Encounters: hunters, river trolls or scrag (aquatic trolls)

Stonecast Stream (Calm Aquatic): This slow meandering
stream is a favorite spot for wildlife from the hill regions.

Stonefolk Plain (Rocky Desert): Desolate plain of
stone and flint that is very inhospitable. A few tribes of
nomads call this area home. Encounters: barbarians

Swarthlad Plain (Grasslands): Tribes of nomads call
this place home. Some from as far away as Altanis make
their way here. Encounters: barbarians, cavemen

Syfwitch, River (Calm Aquatic): The woods near this
river hold many woodsmen, who have spoken of a “White
Robed Witch” who patrols the river. Encounters: hunters,
rangers, witches

Tharbrian Coast: The northern portion of the region
was the landing site of many Tharbrian invasions, and
retains its name to this day.

Thunder Crag (Forbidding Mountains, high peak, Giant):
A looming peak that overlooks the Kingdom of the
Dwarves. The mountain is often circled by black clouds.
Torn, River (Calm Aquatic): Reaching from the
Winedark Sea to the hills fifty miles inland, the Torn is a
deep and narrow river suitable for most ships

Troll Fens (Swamp, EL 10): Legend has it that the fens are
home of a group of stone trolls. Encounters: crocodiles, giant frogs

Twilight Road: The northwestern overland route to the
City State, Emperor’s Way turns into the Twilight Road as
it skirts the Troll Fens.

Twiling, River (Calm Aquatic, Busy): A wide, busy
river that flows from the heights south of Oakenbridge,
ending at the Skandik shipworks near Ossary.

Twinhorn Pass (Forbidding Mountains, high peak,
Giant): Two massive, looming peaks guard what is the
only safe passage through the northern Cloudwalls. The
Twinhorn Gate (2127) polices the pass and charges a toll
for travelers, though providing rest.

Wakeful, River (Calm Aquatic): Distilled water from
this river has a stimulant quality, and can keep an imbiber
awake for long periods of time. Highly addictive.
Wellnigh Fields (Grasslands): Grassy lowlands between
the Fatherhorn Mountains and the Graven Hollows.
This area is rich with wildlife. Encounters: coyotes, mastodons,
giant sloths, smilodons

Werewood Crossing (Calm Aquatic): Tales of
werewolves roaming these lands have never been proven.

Wildwood (Dense Forest): Thick jungle at the southern
edge of the Grimalon Plains.

Willowmead Valley (Grassland): Rich grasslands north of
Council Lake, home to nomadic centaurs and often crossed by
caravans heading to or from the settlements around the
Plateau of Bendigroth. The Grita Heathmen and the folk of
Hindfell are often found here, hunting antelope and bison.

Witches’ Court Marshes (Swamp, EL 12): The Witches’
Court Marshes are a very special and dangerous place. This is
where all the evil witches of the world (except for eccentric,
Secret Order witches) gather on All Hallows’ Eve (the last day of
the fifteenth month according to the Commoner’s Calendar of
the City State) for a massive enclave that serves many purposes.
These witches are some 4000 in number, and the power of evil
that is concentrated in that one spot that night is truly awesome.
The site of the Witches’ Court is protected all year around by the
Kanak’raudak Dogorn (“Mystic Mother/Guardian”), the leader
and most powerful of all the evil witches that congregate there.
The Marmon Hags (see Viridistan) do not take part, however. It
is a nexus point between this world and Hell, making the
summoning of demons and devils by the Kanak’raudak Dogorn
a very easy thing. The current Kanak’raudak Dogorn is a witch
named Mordridda (Female Human LE Wit19/Thaumaturge 4;
levitation cape, magic wand of icicles, skull of withering, ring bearing
the seal of the Kanak’raudak Dogorn). Her main apprentices are
Thungra (Female Human LE Wit17, snake rod, spell weird),
Karallna (Female Human LE Wit11), Zarbell (Female Human
LE Wit9), Dorkalla (Female Human LE Wit8) and Thornessa
(Female Human LE Wit7). She has a personal bodyguard of 8 glabrezu demons (CR
13; hp 174). For more information on the Witches’ Court Marshes, see the Judges Guild product Witches Court Marshes by Bryan Hinnen.

Wizard’s Web Crossing (Dense Forest): A tangle of
massive evergreens spans the river Torn at this point. Who
built the crossing is unknown, though there is no doubt
that the great trees were woven together in this manner
using great magic.

Wormshead Point (Rugged Mountains, low pass):
High cliffs allowing a person to view Brezal Isle. Many sea
birds nest in the cliff face.

Iris Van Kennis, daughter of King Melrik & Wizard Princess of Croy


The Wilderlands
THE WILDERLANDS

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Session 2 18-19/12/4450 BCCC - Lost Man's Trail - return to Modron

4:43pm  2019-5-22 Smon Has entered the room SHARK: How do I increase the size of the text, James? JamesDevil: hi Simon SHARK: SIMON! Ho...