• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Kalamar Encounters (from the Servants of the Swift Sword Campaign)

Wicht

Hero
In my Servants of the Swift Sword campaign (follow the link in the sig if you have not read it yet) I have been writing up detailed encounters and thought that I would post those that have already been used.

I am still playing around with figuring out how to put maps up (any advice is appreciated) as I can convert the maps to bmp's but am unsure how to convert them to jpg's or gif's. If I am unable to get the maps up, I can still email them to anyone who is interested.
 

log in or register to remove this ad

Wicht

Hero
Desecrated Shrine in Foorun
The shrine to Naemae in Foorun has been desecrated. The priest who is supposed to be caring for it (Giovan) has been missing for a couple of weeks. Though the gate is not locked and anyone can enter, the villagers believe it is haunted by an evil spirit and will not venture near it until good aligned clerics tell them it is safe. In point of fact, though it has been desecrated, it is not haunted. But a large venemous snake has been placed there by parties unknown as have evil signs.
As far as the villagers are concerned the snake is an evil spirit and shows that something evil is attacking Naemae and his holy shrine.

1) Outer Wall
There is an outer wall around the shrine. The wall is plastered and whitewashed stone, topped with jagged pieces of glass. The gate however is not locked. There are two large feathers in the yard (Spot/search DC 14). A wilderness lore check (DC 18) will identify them as vulture feathers

2) Hut
There is a two-room hut on the east-side of the shrine. The windows to the hut are barred and the door is locked (pick locks DC 20). One of the rooms has a stove and a table with two chairs. The other room contains a bed and a chest with spare blankets. There is nothing valuable in the hut. Giovan normally carried the key for the hut and the front gate. He used the hut to sleep in when he was in Foorun.

3) Shrine
This area has been desecrated and is no longer attuned to Naemae as it was. The symbol of Naemae, a golden eye on blue and white, over the front entrance is still there, but inside upon the altar to Naemae is a rotting human head. A knowledge check (Religion DC 12) identifies this as the symbol of the Rotlord, a religion affiliated with disease. Wrapped around the base of the altar is a venemous snake, fully fifteen feet long. A Knowledge check (Religion DC 19) identifies the snake as the holy animal of the Imposter, the god of lies and evil mischief. There are various evil signs scrawled in blood on the wall. A knowledge check (Religion DC 13) identifies them as signs of the Plaguebringer and the Coventicle of Affliction.
The snake will attack anyone who enters and registers as evil. It is however still only an animal. Killing it will not rid the shrine completely of the taint. A consecrate spell will do the job immediately, though the marks must be scrubbed off by hand and the head disposed of in some way first.

Snake, Large Viper, Large Animal (15 feet long): CR 2; HD 3d8 (15 hp); Init +3; MV 20 ft, Climb 20 ft, swim 20 ft.; AC 15; Atk +4 melee (bite 1d4 + poison); SA poison; SQ scent; SV Fort +3, Ref +6, Will +2; Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2.
Skills and Feats: Balance +11, Climb +11, Hide +8, Listen +9, Spot +9; weapon Finesse (bite)

When PCs first approach the altar, the snake is wrapped at the base, unmoving (Spot DC 11 to tell that it is a snake). If the PCs do not attack it, it will launch at the first to get within 5 feet. There is no treasure in the shrine.
 
Last edited:

Wicht

Hero
Hooberan’s Stockade

About a month ago, a cleric of the Rotlord moved into this small village and posing as a worker, he managed to both infect the berries with an ingestible disease causing spoor and infect the people of Hooberan’s with a form of influenza. The disease on the spoor is of itself non-lethal, but it lowers the immunity of the one who contracts it. Thus after all the villagers had eaten freely during a spring berry harvest feast, they soon became deathly ill due to the influenza.
The cleric of the pestilent god waited one week and then in the middle of the night murdered off the village priest. He then raised the priest and 4 dead villagers as zombies, desecrating the small shrine to The Raiser. Confidant that the villagers would follow him in exchange for salvation from their affliction, he revealed himself for who he was and bade them follow him. Instead the villagers burned down his house that night, trapped the zombies in the shrine and proceeded to painfully die over the course of a week. A week later, the last of the horses and cows died of dehydration. Though the walls around the village keep out many scavengers, carrion eagles and rats have had a heyday feasting on the dead animals and those corpses they can reach while a pack of 6 ghouls, led by the smell of death, have taken up residence in three of the houses. The smaller rats will not attack the PCs but the larger dire rats will, as will about 20% of the vultures. The ghouls will attack the PCs savagely if caught in their lairs. None of the creatures will stalk the PCs however. Food is simply too plentiful.

1. Log fence
The entire village is surrounded by a fifteen foot tall log fence with six watch towers. For about a hundred yards in every direction around the walls, the ground is covered with redberry bushes in ordered rows. There are still some ripe berries to be picked but birds are having a heyday with the unpicked crop. On the dirt road leading to the gate a single arrow sticks out of the ground, a yellow rag tied to it.
1a. The gate
The gate is closed and barred from the inside. A yellow flag flutters above the gate, warning of disease within the walls. A single man can easily unbar the gate.
1b. Watch towers
The watchtowers are merely platforms, slightly lower than the walls, on which men can stand. They do have a roof over them, but no walls other than the outer wall. The three feet of log wall around the outside of the platforms provide some cover. Each platform is reached via a twelve foot ladder.
1c. Dead Archer
On this watchtower, a man sits propped against the wall, dead. His head is barely visible from the ground outside the wall. Every now and then it looks to observers as if the head twitches. The corpse is wearing masterwork studded leather armor and a masterwork Mighty Composite Longbow (+4 strength bonus) is clutched tightly in one hand. At his side is a quiver holding 19 arrows, and a bundle of yellow rags. Two dire rats are chewing his legs off and they are the reason his head occassionally twitches. They will fight to defend their food.


2. The well
Stone steps lead up to a deep well. The mouth of the well is surrounded by raised stone (two feet high) and a heavy wooden lid is kept closed and latched (to keep children from falling in). The latch is easily undone and the water out of the well is clean and cool and not the least bit dangerous. However, propped against the well is the corpse of a gnome, well picked over by the eagles and rats. Maggots currently crawl over the meatier portions that remain on the skeletal figure.

3. Barn and cattle yard
The barn is filled with dried bundles of hay and barrels grain. There are also numerous “berry buckets” and other farm implements scattered around. The farm tools in the barn could be sold for up to 100 gp collectively.
3a. Cattle Yards
There are a total of 7 dead cattle in the cattle yard. And there are about 49 carrion eagles in the yard as well. The eagles will only attack the PCs if they approach the corpse being eaten and then only about 2 eagles from each cow will attack at a time. The others will merely fly off for a while. Any eagle that loses more then half its hit points will attempt to fly away.

4. Hooberan’s house and horse yard
There are two ghouls residing in Hooberan’s house. There are also the corpses of Hooberan, his wife, son, daughter and two servants. The house has four bedrooms, a large kitchen, a sitting room, a dining room, a basement and an attic. During the day, the ghouls will be found in the basement with the corpses and there are telltale signs that the corpses have been dragged through the house. In Hooberan’s bedroom is a safe (open locks DC 20) containing 230 gold coins and 1700 silver coins, all bearing the stamp of Xaarum. The safe itself weighs 100 lbs, but is worth at least 50 gp used. In that same room there is also a Masterwork Greatsword and a suit of half-plate. In the bedroom of the two servants there is hidden 40 gold coins at the bottom of a chest of clothes. The house contains a few valuable pieces of furniture and crockery, all of which could be sold for up to 200 gp.
4a. Horse yard
The four horses are dead. They were heavy workhorses. Now they are food for about 20 carrion eagles. Approaching the eagles around a particular horse will cause two to attack and three to fly into the air.

5. Smith’s house
The village smith lived here and on the south side of his house is attached the smithy. There are three dire rats in the house, along with a host of smaller rats, all feasting on the dead dwarf and his family (one wife and one son). Hidden in the kitchen in a large jar (search DC 15) is 170 gold pieces.
The smiths equipment is very good quality and could fetch up to 300 gp if sold to the right party. It is also very heavy and would be hard to transport.

6. Village house
Each house is basically alike though description should vary somewhat. The inhabitants are all dead and sprawled out in chairs or in beds. Rats are eating the corpses. Amongst the rats are several Dire Rats. In each house entered roll a d20. On the roll of 1-5 there are 1d4 dire rats inside who will attack the PCs. To determine the type and number of deceased roll on the following:
D100 01-70 Humans inhabit (There will be 1d6 human corpses inside, 25% of which are children)
71-00 Gnome inhabitants (There will be 1d4 Gnome corpses inside, 25% of which are children)
Each house will have 2d10 worth of gp coinage inside (search DC 15). And 4 d10 gp worth of goods that could be resold.
6a. Burnt house.
This was the house in which the cleric of the Rotlord took up residence after revealing himself openly. It is now a burnt shell.

7. Rion’s House
While Hooberan founded and ran the community, Rion was in charge of the harvesting, drying and storing of the berries. His house contains many books, the only house in town to do so. At his desk, Rion has a note which, if found by the PCs will help explain part of what happened. Rion was amongst the last to die and was planning on burning down the whole village. Realizing he would not have the strength to do so, he locked himself in his office, wrote the note, and then died. His is the only intact corpse in town. There is a single ghoul in the house feasting on Rion’s man-servant and his wife. The books in Rion’s house are worth 150 gp. Rion also had one book which was a hollow hiding spot for the money he had (70 gp) (search DC 18). Most of the house is tastefully, though frugally decorated. The kitchen is large and there is 20 gp in the servants bedroom in a chest of drawers.

8. Deerl’s house
Deerl was in charge both of village defense and making the berry wine. He had a large family and there are three ghouls currently feasting on he and his wife and children. Deerl himself is the man dead on the watchtower. His wife was also an archer and she had a might composite longbow (+2 strength) and a masterwork suit of studded leather that matched her husband’s. It is in her bedroom where she now lies dead and partially eaten. Also in the house is 50 gp scattered here and there (each search DC 14 finds 10 gp)

9. Packing shed
This is where the berries and the wines were packed and shipped from. There are numerous tables in here with dark stains and there are also numerous amounts of cut boards to make crates and barrels as well as straw for packing. At the moment the building is just one big empty room at the moment.
Also stored in this large shed are 10 20 gallon barrels of oil, originally used for water-proofing the wood but suitable for burning down the village.

10. Berry barn
There are dried berries stored in both of these buildings. In many spots, the berries are covered with a visible yellow mold (spot DC 12). This is the growth of the spoors planted on the berries by the now dead pestilent one. The fungus follows a three stage growth. It is first of all planted on berries or fruit as spoors. After 2-3 weeks it will grow into a visible yellow mold. 2 weeks after it is visible, the mold will spawn more spoors which may be harvested but which if left alone will be eventually carried by wind to other fruit. In all three stages, the fungus is dangerous if eaten. If eaten it acts as a disease with a 2 day incubation period and a 1 month duration (Fort DC 18, 1d4 constitution, doubles affects of all other diseases). For every serving of the fungus eaten (approximately 1 cup of infected fruit), the save DC is increased by 1.

The contents of both barns are entirely infected with the yellow fungus. A purify food and drink spell will destroy the fungus, but otherwise the only solution is to destroy the barns.

11. Berry vats
These empty vats were used to crush the berries into juice, a large part of which was converted into wine.

12. Winery
There are three sections to the winery. In the first section, pure berry juice is preserved in airtight jugs sealed with pitch. In the second section, great tubs of juice are being fermented. In the third section, the wine is bottled out of the casks for shipment. Some of the bottles have been broken by the ghouls out of curiousity but they have mostly left this building alone.

13. Chicken and turkey house
Not surprising all the turkeys and chickens are dead. There are now many rats living in the hay and coops. They are not a threat however.

14. Wagons
There are three wagons parked outside the packing shed. The one in the middle is actually not so much a wagon as a huge barrel on wheels with a seat for driving. At the top of this rounded wagon there is a three foot square platform with a two foot square hole that can be opened. There are steps leading up to this hole on the side of the wagon. The back of this wagon opens up easily when unlatched and the contents can be removed. The theory behind the contraption is that it is used to carry manure, human waste, and other compostable items to a large compost pile a quarter of a mile south of the village. The compost is later used to fertilize the berry fields. At the moment the wagon is ½ full.
The other two wagons are of the normal variety and are in good working shape.

15. House of Plentiful Vines
This was the temple to the Raiser. The village priest lived in the larger part of the building and the small shrine on the west side of the building was used for sacrifice and worship by the community. There are 5 zombies locked in the shrine. They will attack anyone who unlocks and opens the door. One of the zombies is the dead priest to the raiser and is still dressed in its clerical garb. There is 30 gp in the clerics lockbox in the shrine and there is another 20 gp in the house. Also in the house are the scriptures for The Raiser, “The Blessings of the Land.”
The shrine contains a hearth in the back with an altar to the left and a podium from which to speak to the right. Over the door of both the house and the shrine is the symbol of wheat over the illustration of a clump of berries. The shrine has been desecrated and vandalized and two rotting heads sit in front of the hearth

Creatures:
Carrion Eagles, Small animal: CR ½; HD 1d8+2 (6 hp); Init +2; Move 10 ft fly 80 ft; AC 14; +3 Melee (2 claws 1d3), -2 (bite 1d4); SV Fort +3, Ref +4, Will +0; ALI N; Str 10, Dex 15, Con 14, Int 2, Wis 10, Cha 6.
Skills and Feats: Listen +4, Spot +4*; Weapon Finesse (claw, bite)
*Eagles get a +8 racial bonus on spot checks during the day.

While these birds can hunt for game they prefer dead carcasses where available. They are less subtle then many of their cousins and will fight and squabble for a meal. They have a wingspan of eight feet and are about 3 ½ feet long. They are dark brown and black in color with white and brown undersides.

Dire Rats, Small animal: CR ½; HD 1d8+1 (5 hp); Init +3; Move 40 ft climb 20 ft; AC 15; +4 Melee (bite 1d4); SA Disease; SQ scent; SV Fort +3, Ref +5, Will +3; ALI N; Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4.
Skills and Feats: Climb +11, Hide +11, Move Silently +6; Weap. Finesse (bite)
Disease: Filth Fever Fort SV DC 12, Incubation. 1d3 days, 1d3 Dex & 1d3 Con.

Ghouls, Medium undead: CR 1; HD 2d12 (13 hp); Init +2; Move 30 ft; AC 14; +3 Melee (bite 1d6+1 +par), +0 (2 claws 1d3+paralysis); SA Paralysis, create spawn; SQ Undead, +2 turn resistance; SV Fort +0, Ref +2, Will +5; ALI CE; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 16.
Skills and Feats: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7; Multi-attack, Weapon Finesse (bite)
Paralysis: Fort DC 14 paralyzed 1d6+2 minutes; elves immune.
Create Spawn: Uneaten victims rise in 1d4 days to become ghouls.


The note from area 7
Everyone in Hooberan’s is dying. We burned down the house he was staying in but it was not enough. The fire was very bright and he screamed. The fever is taking us all. I can barely see to write and it grows worse. Was it the water? The Festival? Hooberan tricked the things and locked them in the shrine to the Farmer’s Wife. It is now an evil place where are the dead. My head burns and I cannot burn the town for I cannot leave my room here. There are things I fear clawing at the door. But they will not kill me. The fire kills me and burns my hand to the touch. The town must burn. There is oil in the packing crates. Stay away from Hooberan’s and don’t read this. Burn the town.
 
Last edited:

Wicht

Hero
The map for Hooberan's is attached in the post right after the one following this one :)
 
Last edited:

Wicht

Hero
Tiolo Beach

On the seventh of Sowing, Tiolo’s Beach is sacked by unknown marauders. This small village of fishermen was comprised of five families. Their five houses now lie in ruins, looted and burnt and someone has planted a “greeting” for those who try to investigate, a Spined Lizard. The spine lizard is not native to these shores, but it basks on the beach near the houses and presents an imposing sight to any who approach. It is not overly aggressive but is confused and attacks any who get too near. One man, one of the group that first discovered the sacked village, lies dead on the beach, just above the high water mark. Seagulls peck at him. In one of the houses, now burnt, are the corpses of the five men from Taesoo sent to guard the small village. In another one of the houses is the burnt corpse of a young baby.

Timeline: On the evening of the 5th, an ugly man with black unkempt hair and a raven on his shoulder visits Tiolo’s Beach. He leaves that same evening and Tiolo sends to Taesoo for some guardsmen who arrive the evening of the 6th. Tiolo’s Beach is sacked during the morning of the 7th of Sowing. That afternoon, a group traveling to Taesoo passes through the Beach and finds the houses still smoking. The Spined Lizard kills one of them and as the others flee to Taesoo, the body is left to lie. Word thus reaches Taesoo by 4 in the afternoon.

Description: Smoke is the first thing you see, rising in thin threads into the sky. As you approach the beach, you begin to see the shape of burnt and collapsed houses, five of them in total. Two sail boats are beached on the shore, they appear to be in good shape. Sunning between the two boats is an immense lizard of some sort. It is about fifteen to twenty feet long. Its tail ends in a mace like appendage and there are numerous thin spines, almost like those of a porcupine.

Spined Lizard, Large Beast: CR 2; HD 4d10+12 (hp 40); Init +1; Mv 30 ft; AC 17; Atk +6 melee (tail swipe 1d6+6); reach 10 ft.; SA Defensive Spines, Tail Lash; SV Fort +7, Ref +5, Spot +3; Str 19, Dex 13, Con 17, Int 2, Wis 10, Cha 6.
Skills: Move Silently +5, Spot +3.
Tail Lash: Opponents hit by a Tail lash must make a Reflex save (DC 16) or be knocked prone
Defensive Spine: With a charge, anyone in its path must make a Ref save (DC 13) or be hit by 1d8 spines (1d4 damage). Striking with a weapon with a 5’ reach or less will result in 1d4 spines (1d4 damage) striking the attacker unless they make a Ref save (DC 13).

If the Spined Lizard is removed, the village can be searched for clues. It is evident that tracks lead to the beach from each house. Another set of tracks goes inland. If followed these lead to a hill overlooking the village and then end strangely. One of the biggest clues is the spined lizard itself. If one can find a knowledgeable person on such matters they can explain that the Spined Lizards are only found on dragon isle, a small island in the bay inhabited by several unique lizard creatures and, of course, a dragon.
 

Wicht

Hero
trying again with a map....

(just noticed too that there is a mistake on this map - the burned house is marked as 7 instead of 6a but it should be obvious where the burned house is anyway)
 

Attachments

  • hooberansmap.bmp
    13.5 KB · Views: 304
Last edited:

Wicht

Hero
A rowdy group of Cut-throats

In Taesoo, Froima is gone. Taking advantage of this is a group of Pirates. They are from a vessel anchored in the bay near Taesoo, on a shore leave. The captain, who has just sank a merchant ship, is trying to maintain a low profile. However some of his men think they should have the run of the town. They bully and extort and get drunk. Chasing them out of town will involve fighting the whole crew more or less. The captain will not stand for his crew being locked up and will attack any building they are held in, preferably under cover of night. The PCs must figure out how they wish to handle this – with violence or through diplomacy. Either way, in the absence of Froima, the townsfolks will turn to the PCs for help.

Captain Roft Grinkar, Male Human (6’3”), Bar3: CR 3; HD 3d12+3 (hp 35); Init +6; MV 40 ft.; AC 16; Atk +6 (Great ax 1d12+3); SA Rage; SQ Uncanny dodge (dex bonus to AC); ALI CE; SV Fort +4, Ref +3, Will +2; Str 15, Dex 14, Con 12, Int 11, Wis 12, Cha 14.
Skills and Feats: Swim +8, Climb +8, Wilderness Lore +7, Intuit Direction +7, Intimidate +8; Power Attack, Improved Initiative, Weapon Focus (Greatax)
Rage: +4 Str, +4 Con (+6 hp), +2 to will saves for 6 rounds.
Possessions: Chain Shirt, Greatax (100 gp stashed in his cabin)
Roft will try to avoid trouble if he can help it and much of the time will be aboard his ship, the Raging Sea. He is fairly new to the task of captaining a ship, having just taken control of this one. But as much as he wants to avoid trouble, he won’t let his men be slaughtered nor will he leave them in a prison.

First Mate Ritter, Male Human (5’10”), Fgt 2: CR ; HD 2d10+2 (hp 18); Init +5; MV 30 ft.; AC 14; Atk +5 (longsword 1d8+1), +4 ranged (longbow 1d8); ALI LE; SV Fort +4, Ref +1, Will +2; Str 12, Dex 12, Con 13, Int 14, Wis 14, Cha 11.
Skills and Feats: Swim +6, Climb +6, Profession (sailor) +7, Use Rope +3, Navigate +4; Improved Initiative, Expertise, Weapon Focus (Longsword), Weapon Focus (Longbow)
Possessions: Masterwork Longsword, Leather Armor, Shield, Longbow (20 arrows) (250 gp in his bunk).

Ritter is a quite sort, but in a lethal way. He keeps discipline for Roft and sees to the needs of the crew. Any pirates met in his company will be on their best behavior. It is only when they get away from him they will misbehave. Ritter has spent most of his money on keeping his ship afloat.

Pirates, Male Humans, War1 (20): CR 1/2; HD 1d8+1 (9); Init +6; MV 30 ft.; AC 14; Atk +2 (shortsword 1d6+1); ALI CE; SV Fort +3, Ref +2, Will -1 Str 13, Dex 14, Con 13, Int 9, Wis 9, Cha 10.
[/b]Skills and Feats:[/b] Climb +5, Profession (Sailor) +3; Dodge, Improved Initiative
Possessions: Leather Armor, club, short swords

This is a green crew, most of them new hands, who have just had their first successful piece of action. They are quite full of themselves but being novices, they are also easily cowed once they have been defeated.

Treasure: On board the Raging Sea, the pirates have quite a bit of loot which they intend to sell in either Zoa or Aasaer when some of the heat is off of them. All told it has a value of 1200 gp.

Not to be overlooked in value is the Raging Sea. She is an old ship, but is built for speed and still rather sturdy. Roft obtained her when he killed the old captain, arranged a new crew and sailed her out of Aesar. She is outfitted with a Ballista and the crew can use this to shoot bolts, a net, or a grappling hook, depending on the need of the situation. She can hold a crew of 22 and carry up to 120 tons of cargo. She has an average speed of 2 ½ miles per hour (60 miles/day).
 

Wicht

Hero
Dragon Isle

Overview: Dragon Isle is the popular name for a small island in the Reaanarian Bay. The island is actually an old volcanic mountain whose peak rises about a half a mile out of the Reanaarian bay and is flat at the top. The island itself is three miles long and a mile wide at its widest. There are two bays in the northern half of the island and a wide strip of relatively flat forested land. At the southern tip of the island is a smaller strip of flat land, also covered in forest. Though boats are able to land along the smaller southern beach and almost anywhere along the northernmost part of the island, the middle of the island has no beach and the sides of the mountain rise steeply out of the water. Though the southern slope of the mountain is less steep than the northern half, the mountain is still very steep on all sides and very difficult to ascend.
No one remembers whether Dragon Isle is named for the old and powerful green dragon that dwells atop the mountain or for the many unusual lizards that inhabit the island. One thing is certain, there are many lizards on the island that cannot be found anywhere else in the world. There are flying lizards that dwell in nests in the trees of the mountain, there are great plant eating spined lizards that inhabit the shores of the two bays. There are small flesh eating lizards that run in packs and eat anything they can find. In addition to these there is also Gilkamen, a green dragon of exceptional age who rules over all the island including the tribes of kobolds who dwell in and on the island. Gilkamen has bred with the kobolds upon occasion, providing the kobolds with rulers. He has also allowed some of his pure dragon offspring to live and grow on the island, only driving them off after they reach maturity.
In large part because of the dragon and the kobolds, but also because so much of the island is mountainous and unusable, men have left the Island alone. There are other, better places to live most reason. But it was not always so. About 300 years ago, when piracy was just starting to really take off in the Reanaarian Bay, one wealthy pirate, dedicated to the service of the Creator of Strife, built a small settlement on the southern beach and created a temple to his evil God on the southern slop of the volcano. It was an evil place, filled with demons and discord. Eventually, a group of elven adventurers destroyed the beach settlement and the temple. In the final battle, these mighty warriors were unable to defeat the most powerful denizen of the temple, a demon of great strength and ability, but they managed to use a wish to seal the demon within a tomb. They then sealed the tomb and built many traps over the tomb, eventually abandoning it.
The fate of the temple is not common knowledge, but someone has discovered the existance of the trapped demon and seeks now to loose it once more on the world. He is a cleric of the Imposter and has gathered together a group of pirates who, thinking they are after buried treasure, seek to help him. They have made a truce of sorts with the dragon through offering the ancient creature food and a share of any found treasure and now work to uncover the site of the ancient temple. The kobolds on the northern half of the island know about the pirates but will not bother them unless the dragon directs them too. The dragon knows they search for the temple but does not know about the demon. Meanwhile, a group of about 60 villagers have been spirited from the Fautee Peninsula by the pirates and these poor wretches are being fed to the dragon two at a time. There are only 30 of the villagers left.

Location Overviews
A. Pirates Boats.
The pirates have beached here and keep about ten men aboard their ship and ten men on the beach. The ship itself can hold a crew of fifty. There are two long boats on the beach.

B. Slave camp
The pirates keep the remaining slaves here. They have built a rope operated elevator to transport the slaves up the side of the cliff. There are ten pirates who run this aspect of the operation and each day, two of these pirates set out with the slaves, taking them to feed the dragon in return for his lack of interference with their exploration.

C. Kobold Village
This is the smallest of the two main kobold villages. They are led by a kobold half-dragon and make their living fishing the waters of the small bay and hunting.

D. Kobold Village
This kobold village is built on both sides of the second island bay. Like the other village, these kobolds make their way through fishing and hunting. There are several kobold half-dragons that dwell here and the strongest of these leads the village.

E. Kobolds temples.
Clerics of both the Queen of Inequity and the Harvester of Souls have temples here and the many kobolds that dwell here are in large part supported by the kobolds on the island below. These temples answer both to the dragon and to their gods and if the dragon is displeased with anything the clerics learn of it first, often the hard way.. The temples often send clerics to help “lead” the kobolds that dwell below.

F. The ancient temple
An ancient pirate built a temple here, now it is overgrown and decayed. However the dungeon under the temple is mostly intact and unbenownst to its inhabitants (and the inhabitants of the island, there is a powerful demon imprisoned within.

G. Gilkamen’s lair
Gilkamen is one of the oldest green dragons in the world. His spouse, dwells in the midst of the Obakasek jungle and these two are the parents (or grandparents) of many of the green dragons roaming the world today. Gilkamen’s lair is heavily guarded by both half-dragon kobolds, young green dragons and by traps and magical creatures. It is also almost impossible to reach short of flight. Gilkamen himself is most often in his lair, but there are occassions when he leaves, to visit with the kobolds (whom he finds both amusing and helpful as allies), to raid and plunder ships in the bay, or to simply swim in the depths of the ocean. On these occassions, his huge wingspan and powerful body are both awe-inspiring and terrifying.
 
Last edited:


Wicht

Hero
Area A: The Pirates Landing Site

Out of a crew of fifty, twenty pirates stay to maintain a camp on the beach and watch their ship. They are led by two ruthless twins, the first and second mate respectively.

A1: The Dead Squid
This ship can support a crew of fifty and with her three sails, can move fairly swiftly through the waters. She carries a ballista (20 bolts available) at her prow and can carry 200 tons worth of cargo. At the moment, she is supporting a crew of ten men, with one man on watch at all times in the crows nest. The red-headed firstmate is in charge and he will savagely fight to the death for the ship. If questioned, the pirates all believe they are here to look for buried treasure.
Combat: Trogg (AC 15, hp 12), the first mate, leads a skeleton crew of 9 pirates (AC 14, hp 4, 4, 4, 6, 6, 8, 9, 9, 9). There are crossbows available for each of the crew, though they are not generally carried.
There is also a spined lizard in a heavy iron cage on deck. Trogg will, if the fight is going badly, let this beast out, but it will attack any and all and this is a desperate manuever on Trogg’s part.
Treasure: In the hold, there is 700 gold pieces worth of merchandise sacked from the four small settlements on the Fautee penninsula. There is a locked chest containing 300 gold pieces, 500 silver pieces and 6 gems (50 gold pieces each) in the captains quarters.

A2: The beach camp
The pirates have three tents set up here around a fire pit. At any given time during the daylight, there is a 50% chance that 5 of the men will be out hunting under the direction of the 2nd mate, the identical twin of the first mate. At night there will be 2 men on watch at all times.
Combat: Fogg, (Ac 15, Hp 11) leads a group of 9 pirates (AC 14, hp 3, 4, 4, 5, 7, 7, 7, 7, 8). Besides the bow Fogg carries, three of the pirates are equiped with crossbows.
Treasure: Besides their personal belongings, there is no treasure to be found in this camp.

A3: Hooked Wings nests.
West of the stream by the pirates nest, many many hooked wings nest in the trees. These lizards routinely fish the ocean waters and can be seen during the day skimming the surface of the ocean. The hooked wings will generally avoid larger creatures and are not overly aggressive, but anyone approaching one of their nests in the tree or attacking one of them will be aggressibely attacked by 2d6 hookwings.

A4: Spined Lizard Pool
There are approcimately 10 spined lizards of various size that live in this pond and feed off the surrounding vegetation. They ignore most anything except people that get too close. In such a case they will first give a warning and then charge if possible. A favorite trick is to dive into the pond water, wait 1d4 rounds and then charge out of the water.

Trogg and Fogg (First and Second Mate), Human Rog2: CR 2; HD 2d6+2 (hp 11, 12); Init +6; Spd 30 ft.; AC 15; +3 melee (rapier 1d6+1), +5 ranged (shortbow 1d6); SA Sneak +1d6; SQ Evasion; SV Fort +1, Ref +5, Will+0; AL NE; Str 12, Dex 15, Con 13, Int 14, Wis 10, Cha 11.
Skills and Feats: Hide +7, Move Silently +7, Tumble +7, Open Lock +7, Listen +5, Spot +4, Profession (Sailing) +6, Intimidate +5, Use Rope +7; Dodge, Improved Initiative.
Possessions: Short bow, (15 arrows), 2 cure light wounds potions, Masterwork Rapier, Masterwork studded leather armor, 50 gp each (Aasaer).

Pirates, Human War1 (18): CR ½; HD 1d8+1; Init +6; Spd 30 ft.; AC 14; +3 melee (rapier 1d6+2), +3 ranged (shortbow 1d6); SV Fort +4, Ref +2, Will+0; AL NE; Str 14, Dex 14, Con 12, Int 12, Wis 10, Cha 9.
Skills and Feats: Use Rope +6, Profession (Sailing) +5, Intimidate +4, Climb +3, Jump +3; Dodge, Improved Initiative.
Possessions: Rapier, crossbow (10 arrows), leather armor, 2d8 gp each (Aasaer).
 

Attachments

  • disitea.jpg
    85.5 KB · Views: 496
Last edited:

Remove ads

Top