Garrison D&D World

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1. Geography

  • Land is Ursa (?)
  • Region is Resith (the area shown on the map)
  • Starting town with the mansion is Longhorn
  • (Nearest main city (with a library?) is The Everlight)
    • Not sure who told us this (Tanya?) but it doesn’t appear to be correct?
    • Warden Blacklock explained it’s an elven city
  • Nearest large city is Crestfall, which is the centre of the empire
  • Mountains are Dragonspear Range
    • Gnomes live there
  • Later we got a proper map from Gremble which actually has details on it

1.1. Longhorn   MAP_5

  • Town we started in
  • Has a mansion about a mile away known as the “farmhouse” where the vampires had taken over
    • Now known to be the Blooddrinkers
  • Has a graveyard with 2 mausoleums - one had a protective circle and skeletons, another had the old Warden’s ghost guarding his children’s graves
  • Everyone was under some sort of glamour - didn’t remember any details about the vampires
  • Has a path towards Lark’s Cutting, where we were ambushed after a day and a bit of travelling

1.1.1. The “Farmhouse” (Mansion)

  • The place where we had a party, got drugged and woke up
  • Previously owned by Lord Sylvan
    • Taken over a few months ago after his children died
  • Filled with vampires

1.1.2. Graveyard

  • Some graves were exhumed
  • 2 crypts:
    • Left crypt
      • Footprints led here
      • Contained 2 bodies laying across the edge of a red magic circle
        • One had knife in stomach, another had knife in hand
        • Throwing rock into the circle slammed the door
        • One had Tanya’s wedding ring, and a note with a red circle
      • Reanimated bodies rose from the coffins round the outside
    • Right crypt
      • 3 stone coffins and a cheest
        • His 3 children - Anne aged 9, Samuel aged 7 and Mary aged 3, all died in “elf year” 684
        • Chest had a note from him and some goodies
      • Protected by a shadow - maybe the ghost of Lord Almar Sylvan?

1.1.3. Potion shop

1.1.4. Shaggy Mare (inn)

  • Run by Tanya Hoe
    • Opened it with her husband Tom before he died

1.1.5. The Thrice Beaten (Blacksmith)

  • Run by Lars Hammerhead (Dwarf)

1.1.6. General store

  • Run by old gnome, Morty

1.1.7. Warden’s office

  • Run by Warden Blacklock, dwarf

1.2. Lark’s Cutting   MAP_4

  • Next town over from Longhorn, home of Jack Jackson
  • Kids/individuals have been kidnapped and eaten by kobolds from the Darkwood forest
    • Father Huel knew of 4-5 people taken over the last ~6 weeks
      • Including the children Pip, Squeak, Gary and Jen
    • Jamie was taken just as we arrived
  • There are boats on the river
    • Some go towards Crestfall, the nearest big city
    • Morty mentioned “sea captains” here
  • Protected by the Woodsmen’s Guild, headed by Charis Ulrich
    • But he won’t allow them to go out into the woods to search for the kobolds
  • When we came back after going to Durgarshope there were black armoured guards at the gate, and the toll had increased to 10GP per person
    • There’s a dusk curfew and people are afraid of the guards

1.2.1. Gatehouse

  • Has armoured gatekeepers (later, black-armoured guards from elsewhere)
  • On the way out, one got us to sign a book and pay a “toll” (6sp for the 5 of us)
    • Black armoured guards upped the toll to 10GP to get in
  • Gate closes at 7 - guards won’t let you in after that

1.2.2. Church of the Dawnfather

  • One of a few stone buildings in the town, located on top of a hill
  • Run by Father Huel
  • Safe place for us to leave our gear
    • I left my backpack and a bunch of stuff here
  • Father Huel will leave a candle in the window if he needs help or needs to send a message
  • Contains a town bell which can be rung to gather all the villagers in times of crisis
  • Father Huel can enact the sanctuary of the church to seal people inside

1.2.3. Jack’s Rest (Inn)

  • Run by Jack’s parents, Jack and Amordella Jackson
  • Beautifully hand-crafted wooden building
  • Sign is axes playing the piano, lined with mugs of ale
  • Has a piano inside, which is reasonably uncommon

1.2.4. Madame Ysir’s Wonderful Wares

  • Potion and magical item shop, run by Madame Ysir
  • Sign is magic coming out of a bag
  • Purple
  • Health potions are maybe a bit overpriced
  • Other potions
    • Water breathing
    • Fire protection
    • Cold protection (may be useful in the mountains)
    • Antitoxin

1.2.5. The Heavy Hand

  • Armory, run by a dwarf called Trojan Backhand

1.2.6. Mack’s Tacks

  • Horse & Tackle shop, run by Mack

1.2.7. Haley’s Delight

  • The place where Charis Ulrich and his goons hang out
    • Seemed to keep going late into the early morning
  • Jack was raised never to go here
  • 3 storey building, curtains over all the windows, armoured half-orc guards outside
  • Has a locked beer hatch that might be a good way to sneak in
  • Some sort of clicking and scraping noise inside (at one window anyway)
  • Smells of tobacco, beer, wine and has a cosy atmosphere
  • Has booths for “private entertainment”, and also seating booths for drinking
  • The drinks are very expensive! Because the guards are extorting money from the townsfolk and can afford it
  • Has a jobs board

1.2.8. Guildmaster’s Hall

  • Charis Ulrich lives here after taking over the town
  • Beautifully carved wooden building with guards outside - no obvious alternative entrances
  • 120ft long, 40ft wide, 25ft tall
  • Shuttered windows all round, single door on the front, huge 4ft wide chimney on the top
  • Main hall fills most of the building
    • 100ft long room with raised walkway floor around the edge to fit more people in
    • When we were first there this is where Charis set up his ritual pentagram
  • Bedroom at rear
  • Office at rear
    • Contained 2 decanters - one with red liquid and one with amber
    • Desk had a seal (Mayor Trovoski’s?) and a secret compartment with a hidden book in Abyssal inside
    • Underneath the desk was a trapdoor with Tom Farrell hidden inside

1.2.9. Harbour

  • Small harbour - only one boat there when we visted
  • Harbourmaster Matthew’s house
  • Closed off by Charis Ulrich when he took over

1.2.10. Mayor Trovoski’s manor house

  • Well-kept manor house wih beautiful gardens, 2 wings and 2 square towers with crenellations
    • Inside it’s got marble floors and magically lit chandeliers
  • Very well fortified - thick tough windows, fence around the outside ~300ft away from house, bowmen in the crenellations
  • Located on top of a hill near the town
  • At some point Charis and his goons came and took over - took the mayor prisoner with help from Nyble the Red (wizard). They had a hill giant and his hellhound captive using magical collars
  • Was guarded by guards in black armour with steel faceplates and a silver hand insignia - they also had a 2-headed dog on patrol
  • Rooms
    • Ground floor
      • Entrance hall
      • Dining room
      • Kitchen - 2 cooks were being held captive here
      • Sitting room
      • Library
        • DID have a security rug which attacked Mordoe and Essence blasted a hole in
        • Has a secret door in the bookcase down to the wine cellar - pull on the tax law book
    • First floor
      • Left room - had 3 guards
      • Left back room - has ladder to parapets through trapdoor in ceiling
      • Right room - broken furniture strewn everywhere
      • Right back room - lots of mattresses - where the guards had been sleeping
    • Basement - accessed from library via pulling tax law book
      • Guarded by a hill giant () and a hellhound (Sooty)

1.2.11. Abandoned houses

  • Some houses have been abandoned - where Woodsmands Guild members who disagreed with Charis and their families left (presumably were forced out)
  • In the one we looked in there was a huge vat of what looked like blood in the centre of the room, with magical symbols drawn around it. The blood was warm and slightly congealed on the top

1.3. Darkwood Forest   MAP_16

  • Extremely dark (funnily enough)
    • Darkness causes mental exhaustion from the paranoia and constant looking around
  • Perceptive people saw a figure darting through the trees

1.3.1. Ruined keep

  • Lord Sylvan went here for unknown reasons after his manor/basement was taken over
  • Description
    • In the middle of a circular clearing in the forest ~720ft in diameter
    • Clearing is a dip so castle is at a low point
    • 15ft high stone wall surrounding it, 120ft diameter, partially overgrown
    • Surrounded by waist-height vines which ensnare people who fall, although they’re easy to walk through
      • Essence, Mordoe, Tetuel and Cyra all got ensnared by the vines at different points
    • Old gatehouse has gate ripped apart and all bent inward by something large
  • Cyra recognised it as a fallen old outpost of Crestfall, used to control lands around the city several hundred years ago.
  • This is where Cyra died
  • Guarded by a load of kobolds, who had a gong by the entrance to sound the alarm
  • Has a hole in the keep’s fireplace down to some tunnels, where there were two orcs and more kobolds watching a fighting pit
    • Traps in the tunnels - mines and tripwires
    • Somehow drugged a tiger and put it into the pit
  • Kidnapped children were stuffed into a cupboard
  • Had a kitchen where two kids’ bodies were being butchered

1.4. Sea near Lark’s Cutting

  • Points of interest, going from Lark’s Cutting upward

1.4.1. River Raven

  • 40ft long, twin sail ship with a roughly carved figurehead with raven hair
  • Captained by Tamil Glove
  • Crew is Nathaniel (first mate), Smiler (cabin boy), 2 or 3 others (including Harry)

1.4.2. Cove with caves

  • Small cove with beach and 2 caves in the water
  • Left hand cave
    • ???
  • Right hand cave
    • Contains 2 buildings, (Elaine+Darrel’s?) ship
      • First building has sleeping+cooking quarters and the leader’s office
        • Office had wine and papers laying around, didn’t have time to search due to the fire
      • Second building has high windows and locked reinforced door
      • Ship was moored but one rope burned through and we cut the other
    • Guarded by rough looking people (pirates?)
    • Burned down by pirate captain’s mis-thrown fire bottle, we escaped with the ship

1.4.3. Winding Eel

  • Elaine’s ship
  • Was captured by pirates and smashed up, stored in a cave and then magically restored by Margaret Lefay

1.5. River towards Crestfall

  • River goes towards the Abbey of Sarenrae and Crestfall
  • Plied by Captain Longpipe on his barge
  • Encountered:
    • Dolphin getting eaten by shark
    • Coral that changes colour and lures you into the water
    • A weird fish man on a moving rock who demanded we all sacrifice something to let us pass
    • Giant iceberg with a ghost ship frozen inside
    • Giant whirlpool

1.6. Durgarshope

  • Town on the river 7-10 days upriver of Lark’s Cutting
    • Chartering a small boat would be ~75GP/day
  • In the mountains, situated on a cliff with no trees nearby
    • Has contraptions to haul stuff up the cliff - at least 100GP
  • Well fortified - 25ft stone wall with towers, dwarf guards wearing heavy metal armour
  • If you don’t work in the mine you’re not well regarded here
  • After breaking into the prison to take down the murderbot, we have been asked not to return for some time
    • Not banished though!

1.6.1. Gate

  • Guarded and closed around dusk - guards at the gate are starting to recognise us

1.6.2. Garrison

1.6.3. Inns

1.6.3.1. The Copper Sigot
  • Bit of a dive, cheap and cheerful
    • Known for “boat racing”, where you race to chug beers in a team
  • “It was called the Copper Spigot, but someone stole the P a few months ago” - Trix
  • Everything inside is made of iron and fixed to the floor - really sturdy
  • Massive barrels of beer at the back, with copper spigots
  • Smells of stale ale, smoke and BO
  • The pints served here are thick and tarry at the bottom
  • Bartender is a stocky dwarf
    • Has a piece of paper in his pocket reminding him of the word “patronage”, so he’ll say “thank you for your patronage” as you leave
1.6.3.2. The Dancing Queen
  • Run by Tamsin Silverspire
  • Has a dance-off each evening
  • Very nice, offers baths, Reggie thinks it’s expensive
1.6.3.3. The Dueling Bard
  • A bit fancy
1.6.3.4. Artificer’s Retreat
  • Very fancy, we wouldn’t be let in without new fancy clothes

1.6.4. Shops

1.6.4.1. Unicorn’s Alchemy
  • Signpost has a bubbling cauldron
  • Inside is a tiled mosaic floor, and a LOT of toads between all the jars and bottles
  • Shopkeeper is Marley(?), a thin female halfling
  • Sells potions
    • Healing 50GP
    • Protection
    • Hiding from evil spirits
    • Climbing
    • Swimming
    • Eyesight
    • “Something very special” she judges to be too expensive for us
  • Asked us to get a unicorn hair
1.6.4.2. Elwin’s Sorceror’s Armoury
  • Shopkeeper is a male human - presumably Elwin
  • Specialises in armours and shields - doesn’t have any leather armour though
  • Made custom enchanted fire arrows for Jack
  • Will identify magical items for a fee
  • Making frost protection boots for us - 2 weeks from session 21 + 500GP
1.6.4.3. Berteph’s Wands
  • Berteph sells wands, oddly enough
    • Magic missile
    • Mirror image
  • Knew our names as we walked in
  • Had some advice for defeating Gremble’s robot
1.6.4.4. The Exalted Grindstone
  • In the Temple Ward district, has large windows with weapons on display
  • Run by a dwarf - possibly named Eris Dunthane
  • Bought the dwarf’s tools off him
  • Mystic Mike was sitting outside
1.6.4.5. The Wheelwright
  • General store in the adventurer’s district
1.6.4.6. Joe’s Exotics
  • Pet shop run by Joe Exotic, who has purple slicked back hair and cowboy boots
  • Probably not a good idea to go back here!
  • Sold Jack a tiger cub
  • Had a puppy fae called Archibald, but we sketched Joe out and he teleported away with a panic button type spell
    • We technically stole 2 birds (to save them from the smoke) and freed them
    • Told the guards that we assaulted him
1.6.4.7. Market
  • Has fruit seller, pulses+rice, baker, sandwich stuff
1.6.4.8. Nickers and Neighs
  • Run by a woman with hard grey skin (Thantria?)
    • Sounds kinda like Eeyore - very slow and gentle speaking, a bit depressed sounding
  • Variety of horses, carts, feed and tackle available
  • We bought Sarge (war horse), a riding horse, 2 draft horses and a cart

1.6.5. Sphere of Governance

  • Huge steel door, inside it’s beautiful stone, jewels, mosaics
  • Central circular room dug into the mountain with 6 doors leading off it
    • Each door heavily guarded by plate armoured goliaths
1.6.5.1. Hall of Justice
  • Courtroom where people are tried
  • Features:
    • Central raised chair for judge
      • Spoked wheel symbol above/behind it, lights up when you make noise
      • Any noises are amplified
    • Benches for defendant and prosecution(?)
      • At least defendant’s bench is enchanted to make you say what you’re thinking
    • Drunk tank
      • Fine mesh cage, with zappy enchantment
    • Door to prison
  • Judge is Lady Justice, a gnome in bright coloured robes
1.6.5.2. Prison
  • Through a door at the back of the Hall of Justice
  • Door was sealed after Gremble’s guardian robot went rogue and killed everyone
    • Murderbot now taken down and door opened again
  • Down a winding tunnel with stairs
  • When we visited it was a couple of weeks after the murderbot
    • Bodies everywhere, stench of blood, almost everybody dead
    • Elith(?) Shadowseeker was still alive, hiding under a pile of rags
  • Has lights activated using a lever in the room nearest the entrance
1.6.5.3. High Council Chamber
  • Room where the High Council convenes
  • 5 members - 2 gnomish, 1 human, 1 dwarf, one obscured in a robe

1.6.6. Mine

  • Entrance is in the antechamber of the Sphere of Governance
  • Guarded, but guards can be convinced or bribed
  • Minors are good at keeping an eye out
  • Supervisors keep miners’ canaries for themselves

1.6.7. Older caves below

  • Map of caves
  • Miners stumbled across an older cave below when the floor caved in - 40ft drop, left a rope
  • This section sealed off after Freya’s party went missing
  • Room 1
    • Dropped in from above
    • Mosaic floor
    • North - closed iron portcullis, mechanism jammed
    • West - closed stone door - footprints going this way but it’s too heavy to open
    • East - closed stone door - covered in acid but opened
  • Room 2
    • Door shaped like a face
    • 2 horned skeletons with great axes
    • Writing on walls
  • Room 3
    • Mosaic floor with a paralysing spell if you step on it
    • Duergar kidnapped Essence here
  • Room 4
    • Tiny storeroom where Essence was taken and hung up to slaughter
  • Room 5
    • Sloped towards spike bit by door
    • Top of slope has a bookshelf with a secret passage behind it
  • Room 6
    • Manacles hanging from ceiling, smells of decay
    • Murals of torture in corridor outside
    • Wall has secret passageway to room 5
  • Room 7
    • Room with 3 fire durgar and an enchanted iron chest
    • Found some items in the chest related to a goddess of strength - censer and statue
    • Portcullis can be opened by turning right-hand sconce - left one is trapped
  • Room 8
    • Contained 2 ogres and their fire
  • Room 9
    • Contained 3 blue durgar wearing the 4-spoked wheel of Gond, paralysed and dead having stabbed themselves
    • Portcullis to room 10, switch is inside room 10
  • Room 10
    • Contained necromantic cursed chest with agility cylinder
    • 2 doors jammed closed by the shifting stone walls
  • Room 11
    • Contained 2 more ogres
    • Behind a bookshelf had a water shrine! When censer with goddess of strength is placed on it water flows
    • There’s a corridor dead end next door
  • Room 12
    • Writing on wall that said “Ten, One” in Giant
  • Room 13
    • Floor is grate, with spike pit below
    • Leads into room 14
    • Guarded by a giant spider on the ceiling
  • Room 14
    • Spider web room - originally had a second giant spider too
  • Room 15
    • Contained 2 lizard people magically torturing Freya

1.6.8. Crystal’s Polish

  • Mentioned in the bounty on Reggie as the location to take him to
  • A criminal syndicate operates out of here

1.6.9. Temple of Gond

  • Gond is the god of crafting
  • Intimidating obsidian structure with huge metal doors which open as we enter
  • The altar at the rear is a giant anvil - there’s a huge statue of Gond with a hammer about to strike it
  • High priestess Zhen Hillbearer can identify magical items (and presumably do other magic)
  • Temple has a bathhouse and beds
  • One priest, Harold, can remove curses and heal with cheese

1.6.10. Gremble’s House

  • House of Trix and Gremble
  • In quite a nice area, but house leans by ~15 degrees
  • Full of Gremble’s inventions, which can be a bit dodgy
  • Cupboards are suspiciously big

1.6.11. Woods nearby

  • Where Lana Zvenikov does her “exercises” - being pulled around in a cart
  • Contains a maze of giant (non poisonous) mushrooms
1.6.11.1. Gorgon cave
  • 15ft up a 40ft black cliff
  • Giant wordsearch on the floor - step on any of the magic terms and you get poison gassed
  • Statue of a topless hulking man with antlers, a wolf and a rabbit on either side of him
1.6.11.2. Ploughcroft
  • About 4 hours away from Durgarshope
  • Small farming village, home of Yvonne Pitcher
  • Giant wolves were attacking and eating sheep during the night

1.7. Corrupted forest

1.7.1. Aelar’s glade

  • Where Aelar the druid lives
  • A couple of days southwest of Durgarshope, along the main road towards Lark’s Cutting
  • Off the main path where we were attacked by bandits looking for Reggie
    • Through the woods and across a body of water filled with flesh-eating fish and covered in lilypads
  • A dark energy in the woods nearby - upsetting Yennefer, the spirit of the woods

1.7.2. Spider clearing

  • South of the path between Durgarshope and Lark’s Cutting, a bit east of Aelar’s Glade
  • Contained five ettercaps were petting a spider
  • At or near the centre of the corruption in the woods - a tree says “The darkness is here”
    • The corruption turned spiders into ettercaps and flowers hallucinogenic/poisonous
  • Beneath the ground is a black ooze related to the corruption - exploded when lit on fire and revealed a tunnel

1.7.3. Down the tunnels

  • Some hostile plants (at least hostile once Essence attacked one)
  • Pool full of huge leeches, might have had some sort of restorative properties? Reggie’s poison might have just worn off
  • Dome room with bellows that created some sort of air elementals
  • Tunnel leads to Yennefer’s prison

1.7.4. Yennefer’s prison

  • Circular room with ball of energy in the centre, surrounded by 3 crystals
    • Each crystal had a strong guard next to it, using the energy of the guard for containment
    • The ball of energy was the energy of Yennefer, spirit of the forest
  • Zaps of energy went around the crystals and ended up at a piece of shiny metal, forming a black goo. The goo dripped down a channel and was gathered into bottles for use elsewhere
  • Was being run by Imperial wizards
    • Had a teleportation circle to an unknown location

1.8. Arconsphere Academy

  • Wizard academy
  • Near Crestfall - may have ties to the empire
  • Not sure if the imperial wizards holding Yennefer captive were from here
  • Towering spire of crystalline stone surrounded by a vortex of crackling energy, surrounded by a moat
    Inside
    Bigger
    Ground floor
    Open to most. Grand bazaar, archives (library), main tavern
    2nd floor
    Spell guard garrison, secretaries for the 8 domains
    • Go here, find a clerk off to the side, they will ring a bell which will summon the secretary
    Upper floors
    Each is dedicated to a different school of magic. Avoid - the high lords have their own defenses
    Top of tower
    Grand audience chamber to speak with council. Magical elevator from 3rd level to there
  • Guarded by the Spell Guard, who wear full mail and a purple tabbard with a white tower on it
  • Inside they have magical owls called wols that speak messages
  • At the base is a courtyard with at least a fancy inn and a butcher’s shop (presumably a whole settlement)
    • The inn is The Archer’s Chalice, run by Della
    • The butcher’s shop is run by a half giant woman
    • More affordable inn for travellers is the Hunt & Harper, run by male halfling called Willy
      • Has a female dwarf wandering around stealing drinks
  • Hattie the Marvelous works as a magister here
  • Lady Lefay’s room is inside the realm of the dead - you will die if you stay in there too long
  • Attending the academy costs 100GP/month

1.8.1. Arconsphere Grand Bazaar

  • The Mind’s Eye - apothecary run by 3-eyed gnome
  • ? - tricks shop run by changeling with singsong voice who speaks in rhymes
  • Tower’s Anvil - armoury run by ogre called Dudley
  • Nitwits and Spell Stitches - haberdashery run by Zennia Threadvault
  • Fletcher run by Fletcher, elven guy in his late 700s
  • Scrolling with the Times - scroll+wand shop
  • Moonlit Hearth - tavern, has a bard competition
    • Regi won the bard competition and got a night in an enchanted room that could create anything he wanted!

1.8.2. Arconsphere Archives

  • The library of the Arconsphere, run by Archivist Ravendell
  • A beautiful cathedral built from petrified scrolls and ink. Bookshelves appear to curve in on one another, light bending with them
  • Has 7 sections
    Aetherium Stacks
    Interplanatary travel guides, transmutation law
    Convergence Vault
    Conjuration / planar binding
    Whisper Looms
    Enchantment, illusion
    Mirror-crack Hall
    Forbidden histories from fractured timelines
    Crimson Annex
    Blood magic, …
    Unfinished Codex Wing
    Books writing themselves
    Hollow Index
    Necromancy and shit
    (no term)
    Entering some sections requires madness - not sure what that means exactly
  • We tried to visit the Hollow Index, which has an entrance where you have to pick the bone of the necromancer who helped create the archives
  • After failing to get into a section you can’t try again for 24 hours
  • If you take the books out of the library you will die
  • Archivist Ravendell can be reached by walking through a bookshelf
    • Sent someone (Harold) to assess Trix - we pre-paid 6 months of tuition
    • Charged 10GP to find out about an Arconsphere expedition into the Dragonspear mountains 60 years ago with Freya Hillbearer and Madame Ysir
  • We also visited the aetherium stacks and most of us got in successfully

1.9. Abbey of Sarenrae

  • Has a dock on the river
  • Main hall with other buildings around it, and a stone wall with watchtowers around all

1.9.1. Gatehouse

  • Has basic cells to stay in

1.9.2. Main hall

  • Stone building - large room 50x40ft, polished stone floor, stained glass windows
  • In the centre is a raised dias with a central chair for the High Radiant and 4 more chairs to each side for the leadership of the Order of Radiant Dawn

1.9.3. Infirmary

  • Very busy - filled with people with broken limbs
  • Where we found Elara Wispleaf, who offered to heal Mordoe if we steal the Order’s relic for her to use
  • Another healer there is a telepath
  • Has regular, greater and superior healing potions
  • Along with potions for invisibility, speed, resistance, fly, climbing, braveness, sleep, animal friendliness, underwater breathing, feather fall, walking on water

1.9.4. Armoury

  • Staffed by Thorin Nobeard, a half giant man who’s keen on fighting
    • Moves such as “the legbreaker” and “the backbreaker”, Tetuel showed him “the nutcracker”

1.9.5. Graveyard

  • Lots of graves with nice little histories of each dead person
  • Large 9ft statue of Sarenrae with arms outstretched and a diadem with a small diamond set in it
    • Statue moves when the sundials are all tipped towards the statue, diadem glows
    • Underneath there somewhere is the Order’s relic which can be used for healing magic

1.9.6. Library

  • Not very well staffed! One guy was a gardener and the other there was as punishment for misconduct in the Dawnbringers!

1.9.7. Surrounding area

  • Hills nearby - where The Hand was staying, and also 2 giants
  • Woodcutter’s village with grove protected by dryad and many giant animals
    • Clearing with a small stream passing a massive tree, tree stumps scattered around
    • The dryad had been attacking the village because they were chopping down trees
    • There were skeletons stripped of all flesh, and the dryad warned us “Leave! You are not welcome here! Leave!” before attacking when it saw Jack’s axe
  • Village called Tyford about a day’s walk away needs a constable for an investigation
1.9.7.1. The Hand’s Cave
  • Cave with hunted animals strung up (just for food), fire inside
  • Where The Hand was (is?) living
1.9.7.2. Dryad’s Grove
  • A dryad had been defending her grove from the nearby woodcutting village by commanding giant animals to attack the woodcutters
1.9.7.3. Tyford
  • Village where a young farmhand called Arnie had been murdered recently
    • Two guards had been passing through - Roger and ???
  • Notable locals:
    • Walter: Inkeeper, found standing over body, was over at Xena’s house
    • Mary: Inkeeper’s daughter, flirts with any man with a pulse, was in a relationship with Arnie. Had recently had an argument but didn’t kill him. Did sleep with him early in the morning though
    • Xena (pronounced Zenya): Witchy shopkeeper, in a secret relationship with Walter. Found Arnie’s body by her shop and moved it to the well but couldn’t throw it in
    • Hubert: Priest, has been locked in the church smoking and praying for days. Very suspicious after we caught him sneaking about at night. Attacked us and ran - Hubert was stored in a ring, and when the body came to it claimed to be called Xavier. Eventually we figured out Xavier had been trapped in a ring in hell for aeons, and had escaped when a portal opened and the ring came through. Hubert picked it up and agreed to let Xavier take over his body in excahnge for riches
    • Cron: Blacksmith, argued with Arnie, stormed off home
    • Hattie: Local constable - had been patrolling outside the town, came in covered in blood. Said she had a bad nosebleed, turns out she was poaching deer
  • Notable details
    • Arnie had beaten Cron at arm wrestling at a village fair - using a stolen strength potion
    • Xena had commissioned a dagger from Cron, and it was used for the murder
    • There was a small apron in the well with some blood on it - Walter’s after he found the body and heard rapidly approaching footsteps
    • Dead animals had been turning up with no blood and puncture marks on them - there’s some sort of blood drinker about!
    • A chunk of a tree went missing in the churchyard a while ago, about the same time as the dead animals started turning up - this was a portal opening from hell through which a creature tried to pass, but lost its hand with a ring when the portal closed
    • The body of a priest (Hubert) was being possessed by a priest of Mephistopheles who had been trapped in a ring (Xavier)! Xavier ran into Arnie robbing the church one night, panicked and stabbed him to death, then tried to frame Cron by stealing a dagger and putting it in the wound

1.10. Crestfall

  • Big city on our map - population about 50,000
  • Used to have outposts defending the area, at least as far out as the Darkwood Forest keep
  • Centre of the Crestfall Empire, which we don’t yet know the extents of
    • Has soldiers but towns are mostly somewhat independent
  • Closed by the order of the king for the last few weeks
    • External excuse is that there’s a disease going around that nobody knows anything about
    • What’s actually happening is that there was an outbreak of madness with unknown causes, and the Arconsphere wizards have frozen the city in time until they can figure it out
      • If you hit the boundary of the spell you will be reduced to an infinitessimally slow speed until the spell ends

1.11. Handles Stand

  • Fortress guarding one entrance to Crestfall at a confluence of rivers
    • Has a gatehouse for the river and the road
  • Small town around it, surrounded by walls
  • Very busy when we visited, as Crestfall is closed

Places:

  • Butcher called the Chop Shop
  • Deirdre’s Delightful Depot - old lady selling all kinds of stuff. Had a broken bag of holding
  • Errol’s Enchantery - Old gnome with glasses, slightly frazzled hair
  • Hammer and Tongs - twin mountain firbolgs from the Dragonspear mountains running a blacksmith
  • Path towards Crestfallen Garrison
    • Where we encountered the 4 druids surrounded by people they’d polymorphed into goats
      • Bertram, travelling priest of Llira, goddess of joy, from Bowhold

1.11.1. Beggar and Pipe (Inn)

  • Innkeeper is a female halfling called Prosa
    • Knows about “Samuel” - and we could call in our favour with her if we want to
    • Has a dagger called “Sylvia”
    • Essence sold her wine and she’d like more
  • We stayed in the storeroom and Essence sold the owner wine

1.11.2. Jester and Scroll

  • Fancy, expensive inn where wizards hang out - including Elys
  • Charged us an admin fee just to get in (after Regi “invited” all of us)
  • Guarded by an orc in black uniform outside, inside the waitress was an elf called Iris

1.12. Crestfallen Garrison

  • Guards one of three bridges across the river to Crestfall
  • Inn where we met the rich Dwarvish owner of the magical goat belt
    • The fancy suite of rooms had little fairies cleaning up in the night
  • Also met Hattie the Marvelous, a magistrate wizard who wanted us to guard her carts while she took magical shortcuts to the Arconsphere

Nearby:

  • Clan of cave giants
  • Dryads in the woods, including Elenid who asked us riddles and imprisons wizards in trees

1.13. Cobblestone Village

  • Near Topier, between Arconsphere and Kalkugrim
  • Allegedly where “Samuel” from Longhorn was from
  • Prosa the innkeeper from Handles Stand was from here too
  • May be a centre of thievery/smuggling?
  • Cobblestones Inn
    • If we are in need, draw the thieves’ cant symbol for sanctuary on the side of the inn

1.14. Mordoe’s Village

  • Near Kalkugrim
  • Where Mordoe grew up
  • When we got there something had happened and it was completely destroyed
    • People killed, blood everywhere
    • Whole area tainted with death and decay - no animals coming near
    • Heartwood tree dying
  • Nearby
    • Mist rising as we approached a clearing
    • Undead creatures in the clearing, someone firing eldritch blasts from above

1.15. The Dropless Desert

  • Apparently there’s a slave trade toward the desert

1.16. Dragonspear Mountains

  • Out to the west - Durgarshope is at the east end
  • Freya was wandering somewhere in here when the weird stuff happened

1.17. Erialond

  • Sylvan city in the Dragonspear mountains
  • Elys asked us to find it (presumably for nefarious reasons)

1.18. Druzar

  • Located to the south of Resith - past the village with cows on the human skin map
  • On a peninsula
  • Nearest village to the Monastery of Life
  • Presumably Tetuel’s mother is from here or nearby
  • (Originally called Graveholm when I was making up something on the spot)

1.18.1. Monastery of Life

1.19. Dinargian Empire

  • Down to the south, past Kalkugrim

1.19.1. Bokteherakha

  • Place where a gleeman came from

1.20. Bowhold

  • City to the southwest of Resith, by the coast
  • (Essence is from here) - but hasn’t told us yet

1.21. The Everlight

  • Elven city in a hidden location, presumably named after Sarenrae
  • Surrounded by magic and you have to be invited to be able to find it

1.21.1. Cathedral of Sarenrae

  • Charis Ulrich visited here to find out about the Blooddrinkers

2. Gods

2.1. Gond - God of Crafting

  • Temple in Durgarshope
  • Big dude with hammer
  • Symbol is a 4-spoked wheel

2.2. Cerunnos - Master of the Hunt

  • Fae god
  • Topless antlered man, flanked by a wolf and a rabbit
  • Crossbreed between firbolg and archfae
  • Known for tricking people

2.2.1. Sarenrae

  • The Everlight, goddess of compassion, healing, redemption, warmth and light
  • Near Crestfall there’s an abbey dedicated to her housing a branch of the Order of the Radiant Dawn
  • Enemies:
    • Prince Asmodeus, archfiend ruler of the Nine Hells and embodiment of tyranny and corruption
    • Belial, prince of terror and fear
    • Abaddon, prince of destruction
    • Barok, demon of deals
    • Drow in general, corrupted by Lolth, the Spider Queen
    • Mind Flayers, ancient beings in the Astral Sea

2.3. Goddess of strength

2.4. Blibdoolpoolp

  • Goddess of the river? Or all rivers? Worshipped by the weird fish guy who demanded we sacrifice to pass

2.5. Mephistopheles

  • (Crown?) Prince of Hell
  • God of trickery and cunning

2.6. Asmodeus

  • Crown Prince of Hell
  • Sarenrae wants his crown and has tasked Mordoe to get it in a year
  • Can be found in the 9th circle of Hell

2.7. Llira

  • Goddess of joy
  • Met a priest between Handles Stand and Crestfallen Garrison

2.8. The Moonbow

  • Elven goddess, daughter of the night skies

3. Timeline

  • Cataclysm: Big fight between the gods, shit went down, lots of the world destroyed
  • Currently 586 A.C., in early winter months of the year

3.0.1. Our group’s approx timeline

  • Met at the party in Longhorn
  • Arrived in Lark’s Cutting about 5 days later
  • Stayed around Lark’s Cutting for 2 days
  • Headed upriver to Durgarshope - took around 8? days
  • Did stuff around Durgarshope for a couple of days before heading into the mines

4. Items

4.1. Staff of Birdcalls   MAGICAL

  • Where was it found?? - Fight on way to Lark’s Cutting - Tom the Mage was carrying it
  • Can create the sound of a bird call to a range of 60ft
  • Carried by Mordoe

4.2. Eversmoking Bottle   MAGICAL GONE

  • Where was it found?? - Longhorn somewhere
  • Endlessly releases smoke, instantly filling a 60ft radius around it
  • Requires a command word to close it, but still takes 10 minutes to dissipate
  • Caused the death of Cyra when the kobolds could find her
  • Was held by Reggie, but got thrown down chimney of guildhall in Lark’s Cutting
    • We presume cleric took it

4.3. Cursed amulet of poison protection   CURSED MAGICAL GONE

  • Sold to high priestess in Durgarshope for 500GP
  • Offered resistance to poison, but also cursed the user to turn into a Gorgon

4.4. Human skin map   GONE

  • Bought from Morty in Lark’s Cutting
  • Mordoe keeps showing it to people who really don’t need to see it
  • Tetuel made a copy that was so bad it wasn’t very useful
  • Very outdated - probably a few hundred years old
  • Mordoe sacrificed this to Blibdoolpoolp in the river

4.5. Pirate map

  • Map of some islands, two with X marked on them
  • Found in Cove with caves along with a drawing of a boat+lady with “5000” written on it, and a small ledger of stolen items

2023-02-02 Pirate Map.jpeg

4.6. Gremble’s Resith map   MAGICAL

  • Jack bought from Gremble in Durgarshope

2023-02-02 Resith Map.jpeg

4.7. Gremble’s Text Specs (Reading Glasses)   MAGICAL GONE

  • Gremble gave Jack these in his house in Durgarshope
  • Stats
    • Use once per day - recharges with long rest
    • Active from putting them on until removed or for 1 hour, whichever shorter
    • Vision beyond 5ft blurred - disadvantage on ranged attacks (including spells)
  • We left these at the Arconsphere for the Archivist to contact Gremble

4.8. Gremble’s Sometimes Pointy Stick   MAGICAL

  • Jack convinced Gremble to give this to Tetuel
  • Stats
    • Use up to 3 times a day
    • To make it pointy, as a bonus action:
      • Hold the staff in both hands towards the centre and run your hands towards the end quickly
      • Roll a D20
        • On a 1: Pinging and cracking noise and staff becomes unusable
        • Otherwise two spikes spring out of the ends
    • On an attack roll
      • If nat 1 spikes ping off in a 1D8 direction, dealing 1D6 damage to everyone in 30ft in that direction
      • Otherwise add 1D6 to damage

4.9. Simon the Serpent Belt   MAGICAL

  • Found in an enchanted iron chest beneath Durgarshope
  • Can turn into a snake!
  • Identified by Berteph
  • Currently in Mordoe’s bag

4.10. Wand of Cat’s Grace   MAGICAL GONE

  • Found in a cursed chest in room 10 under Durgarshope
  • Says something in arcane script about cats and agility
  • Identified by Berteph
  • Currently in Mordoe’s bag

4.11. Forest spirit goo   MAGICAL GONE

  • Black goo with a mind of its own - wants to seep into the ground
  • Made from a captive Yennefer in her prison, by the Imperial wizards
  • Do not use fire on it or it’ll explode!
  • Don’t touch it either or you’ll take necrotic damage

4.12. Pain collars   MAGICAL

4.13. Amber with figure   MAGICAL

  • Oval shaped amber plaque the size of a hand, with a small figure in it
  • Yelena Trovoski told us that the figure is someone trapped inside it, but with no idea of how to release them

4.14. Derek tattoos   MAGICAL CURSED

  • “Derek” the butterfly fae gave Mordoe a fire tattoo on his arm and Tetuel a face tattoo
  • They can be changed by washing them with water and thinking hard about what you want them to be
  • Derek told Mordoe “if you get bored and want to have some fun, just say my name 3 times into a flower”

4.15. Shadow Prophecy book

  • Book found in Charis’ desk in the Lark’s Cutting guild hall, written in Abyssal
  • The bit Mordoe read seemed to be a poetic note about what was happening in Lark’s Cutting
  • Scholars at Abbey of Sarenrae were very interested - I think they still have it

4.16. Silver horn   MAGICAL GONE

  • Found very early on, Regi was carrying it but traded it with Elys for information
  • Thalor Brightflame at the Abbey of Sarenrae told Regi to blow it outside but smirked and didn’t elaborate

4.17. Staff of Reckoning   MAGICAL

  • Metal pole grabbed by Nathaniel the Farmer, founder of the Order of Life
  • Was used to defeat a being of light and absorbed some of its energy - began to glow
  • Has since been shattered into 5 pieces and their locations lost
    • According to The Hand, one has been found by an orc lord known as Marach

4.18. Hubert’s potions   MAGICAL

  • 1 blue vial, 2 red vials
  • He said Regi should try the blue one - why?

4.19. Xavier’s ring   MAGICAL GONE

  • Ring in which Xavier Xaith, priest of Mephistopheles, has been trapped for aeons
    • He was a high level priest in his order originally
    • Was forced to endure aeons of pain and misery at the hands of the creature wielding it
    • A portal opened between planes, it cut the creature’s hand off and in Tyford, Hubert picked up the ring
  • The occupant of the ring swaps places with the owner of the body it’s on (if they agree)
  • Now owned by Sentinel Brightflame of the Order of the Radiant Dawn

4.20. Amulet of Sarenrae   MAGICAL GONE

  • A relic stored beneath a statue of Sarenrae in the Abbey of Sarenrae near Crestfall
  • The High Priestess was able to use it to call Sarenrae to re-attach Mordoe’s tongue
    • Sarenrae herself spoke to us!

4.21. Small black stone

  • Found by Jack on an Orcish barbarian near Handles Stand
  • Doesn’t reflect light

4.22. Trapped scroll case   MAGICAL

  • Found by Regi on a human wizard near Handles Stand
  • Explodes with ice when you try to open it - useful for a trap?
  • Unknown contents

4.23. Minor illusion stone   MAGICAL

  • Was used by bandits to distract us near Handles Stand by projecting a tiger cub

4.24. Goat belt   MAGICAL GONE

  • Some sort of powers of turning people into goats. Potentially other uses in the right hands?
  • Found on druids near Handles Stand, given back to original owner for 600GP

4.25. Flaming greatsword   MAGICAL

  • Taken from a fire giant while travelling with Hattie the Marvelous
  • Currently carried by Regi (none of us really want a greatsword)
    • Didn’t immediately catch fire when he wielded it

4.26. Calling card for domain of abjuration   MAGICAL

  • Gives a way to call secretary of abjuration?
  • Also shows that we are associated with them
  • “If you break the law while carrying it, it will destroy you”
    • Unclear if this is the law of the Arconsphere or any old local law
  • Given to Tetuel at the Arconsphere by the secretary of the domain of abjuration

4.27. Bag of Holding   MAGICAL

  • Jack bought in the Arconsphere’s Grand Bazaar from a theatrical changeling

4.28. Wand of Enemy Detection   MAGICAL

  • Mordoe traded Wand of Cat’s Grace for this in Arconsphere bazaar
  • Tells you nearest hostile creature within 60 feet even if they’re hidden

4.29. Scroll of identify   MAGICAL

  • Regi has 2 - requires a 100GP pearl as a focus (Regi also has this)
  • Tetuel bought in Arconsphere bazaar

4.30. Swooshy robe   MAGICAL

  • Red robe with blue scrollwork embroidery, has a swooshing enchantment
  • Tetuel bought in Arconsphere bazaar

Author: gbrnt

Created: 2025-11-25 Tue 21:19