Plot general outline
Get a job- routine expedition to ruins outside town
Choose a moral stance- resupply ruin expedition, mercenaries
want to push prices up and have organized an ambush on the road and want to
blame Kobolds
No matter what they have chosen to do, attack the caravan or
defend the caravan, the guild thinks they need to go elsewhere for the time
being. Luckily there is a quest that has been on the back burner for a few
months and the Guild of Navigators and Astrologers has seen, literally, and
they need a group of investigators to go there.
They need to establish a base camp outside the Ruins of Awsland and
begin looking for the legendary Vault of Relic.
Which almost everyone has heard of akin to the lost trove of Monte
Cristo, Oak Island, and King Solomon’s Mine.
Points of interest:
Outside the city there is a very large section of the ground
covered with termite hills. The hills
reach two meters tall and so are noticeable at a distance. Near this region there are a couple Ankheg
ambush sites. The bugs are hoping to
attack any large animal that comes to feed on the termites. The ankhegs have done this too.
There are a couple of bulette in the area that is in
between herds. The area is rocky, and
the sewer system has provided inconveniencing disruptions to their burrowing
and forced them above ground and as such has been a popular mating site. These creatures mate like bedbugs and if they
are interrupted, they will gladly dine on the interruption.
The wall, which is now just a low berm that encircles the
city, it is about 6 kilometers from the city center. The city was said to have filled the city and
then spilled over. There were four main gates,
and these are clear as large mounds there were four roads that went from the
outer walls to the city center, they are visible as wide raised mounds
The Necropolis, which is immaculately cared for even
now, although there are no one living here.
There are grave markers and tombs made with stone that has not been
taken to build other cities. The grounds
are kept, and the trees and grass has been trimmed.
Most of the buildings are gone, but there are a few isolated
structures mostly intact, although in ruin.
Many are occupied:
Building with Manticore. The top floor has long been ruined; the roof
is gone but it has provided the current resident a good place to lair. The home was originally a villa and they
employed undead guards who still guard the lower levels.
Building with Old Ogre. The Building was guarded by undead, but the
ogre took these out and used this area as a home. There are two older ogres here and one
younger Ogre. They are the source of the
ogres in the area. They negotiated with
the local hobgoblins resulting in Half Ogres.
On the other side of the Necropolis is a building that has
been ignored by the goblins, especially when their patrols disappeared. There is a Ettin in one of the ruins
that was formally guarded by undead. The
Ettin destroyed them.
There is a more impressive building in the outskirts of the
city, it was a library and the books and scrolls were returned to locations by
undead servants. The books have mostly
fallen to pieces, there area few treasures still located therein, but the upper
levels of the library have been taken over by a duo of Lamia they
currently have three children and will soon turn them loose. One of the books that is intact contains
pictures and descriptions of the original building of the city with
Illuminations of each building. The
Illuminations make the book quite valuable.
There is a book with ancient hymns that have a bardic spell
There are a few buildings that have colonies of gargoyles
on them. The residents either don’t know
about them or see them as additional protection. The gargoyles dine on small animals and some larger
and are given some treasure by the monsters where there is enough insight to
see the value.
There is a lake in the center of one of the spokes and it
dominates it. There is a waterfall as it
crosses one of the roads. There are a
lot of fish in this lake and some giant frogs too. But this is the only open water in the
city. The river starts to disappear
after it crosses the road. After a few
hundred meters it disappears entirely. The
area is a domain of a small water Elemental and a few mephits
too the Water elemental is content to
just be. He spawned here because this is
the largest lake this close to the river and not of the river; it is the
biggest lake not part of any river for hundreds of kilometers.
City Center. There
are several relatively intact buildings here.
Perhaps they were left to honour the city itself or perhaps because
looters were afraid of this part of the city.
The chapel. The
Chapel is wholly intact. There are
skeleton caretakers here keeping the inside and the outside in good
repair. And there is a wraith,
that protects it, with a maximum number of Spectres.
The Palace is currently the home of a medusa. It has
several rooms that are open to the elements which she farms. The Goblins had in the past made many
offerings to her, hoping that she would not hunt them. The goblins did not tell this to the invading
Kobolds, to their peril. The North wing
contains an entrance to the sewers which are mostly intact. There is a Minotaur possibly a few in the
sewers. They have been here for many years;
the first ones killed the maintenance squads and the sewers and the sewers
there fell into ruin causing the lake.
They learned.
Maintenance teams. Many of the people of this city were wealthy
and they were able to buy corpses of the poor which they had animated to take
care of their property, or to guard the buildings. These guardians lasted longer than city and
they are doing jobs that they did years ago.
The sewers and the Necropolis have many of these. The goblins learned of some of these and incorporated
it into their culture, for example they will drop bodies in the necropolis, and
these will be buried.
A few of the buildings house
minotaur families, they have access to the sewers from them, but one is the
home of an aging manticore.
The City was the home of a
large tribe of goblins. The tribe
included Hobgoblins and Bugbears. The
Kobolds attacked and defeated the hobgoblins and cowed the others, who joined
with the stronger force if the party attacks the goblins and the kobolds head
on, they will try to track the PCs down.
Their Dragonborn leaders are intelligent and well trained, some of the
Kobolds are stronger than they look, and they will be deadly.
If the characters stick
around in this area, they will have an encounter with a Yellow Dragon wyrmling
or three.
Yellow dragons are
a mix of Red and Green. Their Breath
weapon is a cloud of gas that fills an area like a green Dragon and causes
coughing and sputtering as it smells like rot, but when exposed to flame it
explodes, which the dragon will provide if there is no ignition source. Yellow Dragons prefer areas of open verdant
grasslands. They value animal above all
and will often be located around great herds.
As it grows in power it will often mate with these animals to make
half-dragons which they use to herd other animals. They grow jealous of other herds and will
hunt them down and kill them and those nearby.
The chapel is key, only
after the wraith is cleared from the building may it be searched without
harassment. There are plenty of rare
books there and there are many gilt and gold implements. And many priceless tapestries. A few of them show the city they way it was
in the early days of the First King of Awsland, King Awsland in fact. There is some No Sun writing on it. No Sun writing are words that only appear
when the two suns are eclipsed and the sky is blue, then the letters can be
read. It indicates the location of the
Vault. However, the Vault is an
extradimensional space located on a wall in the palace. But it requires some distinctive stonework to
be placed around the wall first, stone that is no longer there.
If the characters do not
discover the No Sun Writing, it will be, and the characters will be called to investigate
further.
The Characters will be sent
on a quest to find the stone that was looted from Awsland.
The Old man on the hut near
the city will warn them of this, if they ask why he lives close to the goblins
he says he and they have a truce, they don’t bother him, and he doesn’t kill
them. If asked about anything he will
give truthful answers. He is a First One
and he is watching the area and has been for a very long time H knows about No Sun writing and if allowed
to examine the tapestries, he will say so.
As a First One, he can read No Sun Writing without the No Sun part. He is also fluent in many dead
languages. If he reads the writing, he
will tell them that it is impossible to open the vault now, the writing says
only a Knight of Awsland can do so.
Yellow Dragons
Wrymling
9d8 medium +9 proficiency modifier +2
HP 50. BW 7d6 (25)
Damage modifier +1
bite 1d10
AC 16.
CR3
Sorcerer level 1
Spell save DC 11; spell attack modifier +3
4 cantrips 2 known spells
2 1st level
Cantrips: Firebolt, True
Strike, Mage Hand, Minor Illusion
1st –
Comprehend Languages, Fog Cloud
Juvenile
11d8 medium +22 proficiency
modifier +2
HP 72. BW 9d6(32)
Damage modifier +2
bite 1d10
AC 16.
CR4
Sorcerer level 3
Spell save DC 12; spell attack modifier +4
4 cantrips, 4 known
spells, 4 1st level, 2 2nd level 3 sorcery points
quickened spells
Cantrips: Firebolt, True
Strike, Mage Hand, Minor Illusion
1st –
Comprehend Languages, Fog Cloud
2nd – Invisibility, Mirror Image
2nd – Invisibility, Mirror Image
When Bloodied BW recharges
Young Dragon. 14d10
large +42 proficiency modifier +2
HP 119. BW
12d6(42)
Damage modifier +3, multi
attack bite, claw, claw
bite 2d10, claw 1d6
AC 17.
CR7
Sorcerer level 6.
Spell save DC 13; spell attack modifier +5
5
Cantrips, 7 known spells, 4 1st level, 3 2nd level, 3 3rd
level 6 sorcery points quickened spells
Cantrips: Firebolt, True
Strike, Mage Hand, Minor Illusion, Blade Ward
1st –
Comprehend Languages, Fog Cloud, Identify
2nd – Invisibility, Mirror Image
2nd – Invisibility, Mirror Image
3rd – Haste, Hypnotic
Pattern
When Bloodied Breath weapon recharges,
Minor Air Elemental Spawns
Has some minor magical items, 2
potions of greater healing, a bag of holding, an assortment of +1 ammunition,
bolts and arrows 4 of each. Assortment of treasure, 20 gp, 30 Brass Bars, 35
brass bits, 10 Bronze bars, 405 Bronze bits, 25 sp, 203 cp, 30-10gp gems,
2-50gp gems, 1-100gp gem, 2-10gp silver earrings, 10gp brass sextant, a 100gp
rosewood box with 10-100gp paper notes from Gutral Mastekeena.
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