Northern Wilderness Area Notes
A.k.a. Mephisto 14, Morpheus 14
Center of the New Wolfen Empire, Home of the Long Knives Tribe... Check out Shadowfall!
Kyldynars Village (Mistriver)-
The village is mostly farmers and soft craftsmen. Leather goods, wood tools and weapons are produced. Only iron or steel products gotten in from trade with Algor Port or Algor Mountain Collective. However, newcomers will notice a few circles around village. These are for Kyldynars use (protection circles) in defending town. Kyldynar is an NPC in my game (2nd Level Wizard/3rd Level Summoner, Swords+3) Check out Kyldnar's daily journal entries here!
Village Healer / Wise Woman is a kindly middle aged woman called Damia. (3rd level Psi-Healer, ME 20, PE 21, Spd 12, others average, 35 HP, 9 SDC, 62 ISP, WP Staff, no HTH) She will not leave the village at this time, but will help when passerby comes.
Niles the Sheriff is a Thief who settled in this town after leaving the "cramped confines and dirty air" of Algor Port. (3rd Level, see NPC sheet). He knew Kyldynar well in their youth, and may leave to help if needed.
Algor Port-
Small frontier port city with a 3200 hundred population. Joint colony between the Wolfen Empire and Bizantium. Trades only with Bizantium and Wolfen ships, though others may drop off passengers. Port laws enforced by a 4th level Water Warlock. Kobold quality weapons and armor available, as well as a small Magic Guild and Alchemist (poor stock cept for scrolls and potions )
Humans in the port have the usual Bizantium tendency to treat non-humans and Magic-users as second class citizens, but the Wolfen are very polite.
Port Map Key
1.Palace of ruling Lord Thyataus of the Gold Ears, from Goldstar. (5th Level Knight, 32 HP, 53 SDC, 4 attacks, PS 22 Spd 21, HTH Expert)2.Main Port
3.Extra Docks
4.West Gate
5.South Gate
6.Site of Sunken Ship from Western Empire
7.Temple of the Northern Religion. High Priest, Brother Salvar, (Human, 3rd Level)
8.Warehouses (hidden among them toward south is Thieves Guild)
9.Marketplace
10.Council hall where Byzantium Merchant Houses conduct city affairs. Homes nearby with four houses represented. (a- Yinxner, b- Arfox, c- Bardomus, d- Ducasian)
11.Jailhouse
12.Temple of Algor the Giant
13.Alchemist Shop and Magic Guildhouse
14.CraftmansGuildhouses
15.Lovely Lady of the Sea Inn. Only one in town. Rooms 2 Gold a night, free meal.
16.Lost Ship Tavern. Seedy drinking place with constant trouble
Wilderness and the Road Between-
The area is fairly safe, except for the Dragon Wastelands and the Cursed Woods. There are numerous wolf packs, but as wolves tend to do in real life, they shy away from groups of humans. Small bands of nomadic goblins roam the area, but most are not openly hostile.
Local Denzins (and chance of meeting)-
% | Encounter |
1-25 | None, it is WILDERNESS after all! |
26-43 | Common animals encounter (bear, elk, etc.)- Likely runs, unless cornered. |
44-51 | Goblin Nomads (mercs) on the move. (L1, 15 HP, 20 SDC, 2 attacks, HTH Basic)- 2d6 |
52-74 | Wolves (20 HP, 15 SDC, 2 attacks, +2 dodge, 1d6 damage)- 3d4 |
75-80 | Merchant (L1, 14 HP, 7 SDC, No HTH) and 2 Guards (L1 Mercs, HP 25, SDC 30, HTH Expert) |
81-88 | Giant Timber Spider (hp 27, sdc 35, 3 attacks, bite 1d6 + poison, legs (2) 1d4 + fall, +2 dodge) |
89-99 | None again. Lucky you! |
100 | Something nasty looking to cause troubles or eat (Ice Dragon Hatchling, Fiends, Thieves, etc.) |
Spider Mt. Cave-
Small mountain rising up by itself from the Forest How?
1.Empty2.Lots of empty boxes. Can find a few quill pens and a sheet of parchment
3.Large room with a pit in the middle of it. The pit is spanned with a spider web, with a Giant Black Widow Spider on it (players move ½ on web)
Giant BW Spider- HP 32, SDC 14, AR 10, 1 attack, 2d4 +poison (+4d6, attacks/bonuses half), +1 strike, +2 dodge, Move 6 on Web.
4.Empty room currently unused
5.Chest is trapped. Ceiling falls in for 5d6 damage, save vs. 16+ to half damage.
6.Bedchamber of 3rd Level Earth Warlock (Miscreant)
Warlock (Earth)- HP 31, SDC 15, 2 attacks, HTH Basic, + 1 S/P/D + HTH bonusesPPE 106, Spells- Chameleon (5), Dust Storm (5) Grow Plants (8), Wall of Clay (8) Crumble Stone (10), Wall of Stone (15)
Carries a Indestructible Longsword with Lightnings Bite (3d6+6, 3 per day)
WP Sword, WP staff (both 3rd level)
Dragon Wastelands-
The Dragon Wastelands are frost blasted scrublands and rocky hills nearly running over with animated dead and scavengers. There is no food other than living things and stunted scrub plants. Horses will not enter unless controlled by a summoner or other magic.
Dead Encounters-
% | # | Type |
1-27 | 1d4 | Zombie (hp 28, 1 attack, 1d4 dmg) |
28-32 | 2d4 | Skeletons (hp 24, 1 attacks, 1d4 dmg) |
33-88 | 4d6 | Rats (HP 6 each, 1 swarm, 2d4 + fall + save vs. poison or get sick) |
89-95 | --- | None |
96-98 | 1d4 | Chitenous Crawlers (HP 14, SDC 10, AR 9, 2 attacks, 1d4 + poison (3d6), dodge +7 |
99-00 | One | The DRAGON!!! Oh shit on me!!! |
Ice Dragon Stats
(Old Hatchling, 425 years, Aberrant Alignment)- Vrr Delcri
HP 100, SDC 160, 4 attacks, Claw (3d6) Bite (3d6) or Breath (4d6+4 + save Vs 18+ or stuck), +3 strike, +10 damage, +3 parry/dodge/roll, +5 all save
All Sensitive Psionics (ISP 74)
PPE 47, Spells- Blinding Flash (1), Turn Dead (6), Energy Bolt (5), Animate and Control Dead (20)
His treasure in his cave is notable- 4170 gold, Eleven Scroll with Heal Self, Western Scroll with Hail, 12 Emeralds (310 gold each), Indestructible Flaming Short Sword (4d6), Returning Spear (1d6+3), Ring of Flight, 3 Healing Potions, Sleep Potion, Love Charm Potion, and a Simple Rune Longsword (IQ 14, Miscreant alignment, 4d6 damage, +1 all saves) and a Lightbringer Battle Ax (3d6+6 damage, +1 all saves, Healing/Cleric abilities (heal 2d6 HP/SDC 6/day, remove curse 56% 1/day, 55% turn dead 4/day, 64% animate/control dead 2/day).
Click on either map to enlarge it
Rehlman © 1997, 1998 . No part of this page may be reproduced, edited, or used without my written consent.