[go: up one dir, main page]

100% found this document useful (3 votes)
656 views78 pages

Pursuit of A Renegade Prince Remaster

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (3 votes)
656 views78 pages

Pursuit of A Renegade Prince Remaster

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 78

1

Crazy Geordie
© DM Stash. All Rights Reserved
2

Credits
Tharador Created by: Glenn Greyling

Lead Designers: Glenn Greyling, Sheldon Greyling, Robert Hardgrove

Lead Writer: Glenn Greyling

Lead D&D 5E Content Designer: Robert Hardgrove

D&D 5E Content Designer: Glenn Greyling

Additional Contributions: Shay Bowden, Christian Huic, Rod Oliver, Wesley Oliver,
Rihards Rubulis, Connor Skarott

Edited by: Glenn Greyling, Sheldon Greyling

Illustrations by: Brodie Swift & Midjourney AI

Cover Art: Brodie Swift

Kickstarter Producer: BeerBrigade

Special Thanks: Jackson Clarke, The Official Podcast, Justin Lane (AKA Critical Paint)

And many thanks of course to the DM Stash community and our backers for all their
help and support during this project!

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster
Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective
logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses
are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America.
Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written
permission of Wizards of the Coast.

©2023 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31,
2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

©2023 Dungeon Master Stash Pty Ltd. All rights reserved. No portion of this book may be reproduced, stored in a retrieval
system, or transmitted in any form or by any means—electronic, mechanical, photocopy, recording, scanning, or other—except
for brief quotations in critical reviews or articles, without the prior written permission of the publisher.

Published by Dungeon Master Stash Pty Ltd.


www.dmstash.com
ISBN: 978-0-6454796-2-1

All characters, locations, and events in this book are fictional and any resemblance to real persons, living or dead, or real
Crazy Geordie
events, is purely coincidental.
© DM Stash. All Rights Reserved
3

Contents
Introduction to Belfrie & Tharador 4
I. Story Overview 5
II. Historical Overview 7
III. Nobility 10
House of Belfrie 10
House of Elstein 11
House of Dracaurum 11
IV. The Golden Griffins 13
Talon Company 14
Fang Squadron 14
V. The Cities 16
Velandria 16
Tradver 24
VI. Contracts & More 31
Contracts 31
Jobs 33
Happenings 35
VII. Quest: The Renegade Prince 38
Act A: Assembly At Velandria 38
Act B: Sacking of Velandria’s Chapter 42
Act C: The Search for Ash of Goltia 46
Appendix A: Monsters & Enemies 54
Appendix B: Fang Squadron NPCs 58
Appendix C: Talon Company NPCs 63
Appendix D: Mundane & Magical Items 70
Appendix E: Dungeons & Locations 74
Tradver Catacombs – The Crypts 75
Tradver Catacombs – Hidden Cathedral 77
Crazy Geordie
© DM Stash. All Rights Reserved
4

Introduction to Belfrie & Tharador


Belfrie, the shining star of opportunity the April 2021 DM Stash Miniature pack,
and hope on the continent of Tharador. or using their own characters to fit into
A place where it started with a dream either squad. Talon Company is led by
of liberation from the ever-expansive Sergeant Silus, a capable but disturbed
Draksborne Empire and where the dream man who has been in war too long. Fang
now rests in the minds of foreigners far Squadron is led by Champion Pride, a
and wide. Belfrie now sits locked in a man who has been in war longer than
resource war against the magical High Silus but revels in it like an addiction.
Elves of Leacianus in the north. The party
takes the roll of a small squad in the The campaign is aimed to provide play
Golden Griffins: A Mercenary Company from levels 3-8 and takes place primarily
based within Belfrie that had originally between the two Belfrian river-cities of
fought against its own home country, Velandria and Tradver. It takes place
only to turn sides when finally offered the in the 307th year of the Third Era by
right price. The players have the choice of Tharadori calendar (3E307). Most 5E
either picking pre-made characters from material is compatible with Tharador/

Full Size Map Available in DM Stash Pack 1 (Apr ’21) The Melting Pot of Tharador as it is known. Its capital of Jochenia is
unsung compared to the vast wealth and power held by the cities of Tradver and Velandria. These two trade giants are
connected by the large and winding Tradver River, though inns dot the highway between for those that prefer to walk.
Crazy Geordie
© DM Stash. All Rights Reserved
5

Minera, as it is a renaissance era/peaking on the King immediately intervened,


industrial revolution world filled with killing him in his study and framing
fantasy. Belfrie is more stagnated in the messengers who were with him.
technology compared to other human The truth eventually was revealed as it
kingdoms, though firearms are becoming so often is, and by the time the King’s
more commonplace. son Jolmbröd had learnt the truth, the
Leacianan’s had already prepared their
The aim of this overview is to bring the assault force at the border. The second
Dungeon Master an understanding of the Elves received a declaration of war,
both how to run Velandria & Tradver and they launched a surprise assault against
the political and societal changes that the nigh defenseless town of Huvuden,
have led Belfrie and its cities to be in their torching it to ash.
current state.
That was two years ago, and the war

i. Story Overview has raged on since. Enter the Golden


Griffins: A Mercenary Company based
in Belfrie who is available to the highest

A Renegade Prince is an adventure that


gives the party the chances to make
impacts in the kingdom of Belfrie in both
bidder. At first this was Leacianus who
emptied their coffers to the Griffins.
Though after a year and many lost
micro and macro scales. Their decisions battles later, Formen and Belfrie emptied
can have consequences for just the small their Liturium supplies to enlist the
citizens of a particular district of Tradver, mercenaries instead. Thus the Golden
all the way to stirring a rebellion in a Griffins turned against their original
distant kingdom. But to summarize how employers mid-deployment and their
this adventure will go: headquarters in Belfrie were no longer
under lockdown by Belfrian military.
Belfrie is at war! The Tribunal Treaty of
Duskweave, signed by the kingdoms Now a ceasefire has held in place for the
of Belfrie, Formen and Leacianus has last two months while the kingdoms have
been broken. The treaty saw that the licked their wounds. The party has seen
Island of Duskweave in The Grey Sea was much action during these times, though
equally shared by all kingdoms, including in what capacity is for the DM to decide.
the export of the precious mineral: The pre-made characters have this
Liturium, which has unparalleled value fleshed out but remain vague enough
for its miraculous ability to completely to build onto. The campaign will begin
negate all forms of magic. The magical with the party engaged in typical grunt
powered kingdom of Leacianus could work in the port city of Volosvio: first line
not fathom two of its closest human of assault against a Liturium smuggler’s
kingdoms holding what would spell their warehouse, with orders to report back to
doom, thus in secret began smuggling Velandria upon completion.
above their share by stealing or hijacking
shipments meant for Formen or Belfrie When back in Velandria, the party is
and masquerading them as common taken aback, as there is no gold with
bandit attacks. When this was found out which to pay them. In their absence the
and reported to King Hjomlir of Formen, treasury has been sacked and every
the Leacianans who magically spied coin taken by Ash of Goltia, one of the
Crazy Geordie
© DM Stash. All Rights Reserved
6

highest-ranking members of the Golden


Griffins as Champion of The Talon.

The party is then tasked with pursuing


Ash: returning with his head, the gold or
both. Though perhaps there is reason
to his crime, and you would all prefer to
hear him out once finally met?

Crazy Geordie
© DM Stash. All Rights Reserved
7

ii. Historical Overview


T he Kingdom of Belfrie has a long
and arduous history. Starting off as
little more than the dream of a family.
Belfrie’s rebellion.

3E55
It was made a full fledged reality as
Draksborne attempts to reconquer
others united to their cause, declaring
Belfrie after the passing of Jochen.
independence from the Draksborne
Though successful in their first invasion
Empire, allying with the Elves of Nan
and able to besiege Jochenia, Karkanoth
Thalias that Draksborne warred with and
and Formen respond with invasions of
inflicting defeat after defeat against the
their own against Draksborne to honour
Imperial Crown. Now it is a melting pot
the defensive pact made between the
and land of opportunity for all, though
three liberated states. Nan Thalias
not all travellers’ dreams are made
provides reinforcements in Belfrie
reality.
directly. Draksborne forced to withdraw
from Belfrie and abandon their siege of
[NOTE ON DATES]: Dating conventions are
Jochenia.
done in eras on the Tharadori Calendar. E.g.
2E123 = 2nd Era, 123rd Year. The Tharadori
Scholarly Association can retrospectively 3E62
mark Era’s ends based on events considered In thanks to Nan Thalian assistance
extremely significant to Tharador. during the failed First Draksbornian
Reconquest, Belfrie rebuilds an
2E750/3E1 abandoned Elven town in Calanel Forest
near the Nan Thalian border, restoring
Draksborne officially declares defeat
it and allocating it as a haven for Elves
in the Belfrian War of Liberation after
trapped in Draksborne or who wish
agents force the Emperor’s signing of the
to move to Belfrie from elsewhere.
treaty at knife point in his bedchamber.
City is named Aluvitar and is mostly
Jochen Belfrie is crowned as the self-
autonomous from Belfrie’s own laws and
appointed king and renames his home
customs.
city of Mistrath (named after the twelth
emperor of Draksborne) to Jochenia,
after himself. Conceitedly names the 3E141
liberated and newly formed kingdom The Belfrian cities of Tradver and Velandria
Belfrie Sovereignty. This marks the end of become huge sources of international
The Second Era at its 750th year, starting trade in the Grey Sea region, forming
the Third Era: The Age of Liberty. the Belfrian Merchant League (BML) to
ensure fair trade between the two cities
with the rest of Tharador.
3E2-3E5
Jochen sends aid in secret to Karkanoth
and Formen, two other Draksborne
regions vying for independence, inspired
by Belfrie. These both succeed in gaining
their own independence as Draksborne’s
military
Crazy Geordie had still yet to recover from
© DM Stash. All Rights Reserved
8

3E201 Belfrie’s Vanguard forces.


Golden Griffins are founded by the
directors of the Belfrian Merchant League 3E300
as a lack of response from the Belfrian Duskweave, a forgotten Baldurian
Crown to provide effective protection to colony in the Grey Sea is rediscovered
their ships from beasts and Rivermen. by a Belfrian merchant craft after over
Also act as freelance contractors for three-hundred years lost in history.
Belfrie’s Crown with jobs they cannot The island has become home to an
have their own men’s insignias attached incredibly powerful lich that controls tens
to. Jobs that would cause another war of thousands of undead and vampires.
with Draksborne. However also discovered on the island is
huge deposits of Liturium: an invaluable
3E244-3E247 mineral that has the ability to dispel
magic. Liturium’s source rediscovered,
Crown Prince of Baldur is murdered by Belfrie, Formen, Nan Thalias and
the Royal Blacksmith, a dwarf named Leacianus form a coalition to eradicate
Barthin. Barthin flees to Belfrie under the Lich and reclaim the island, installing
alias. Golden Griffins rip up the kingdom their own colonies. Though they all
to find him for his sixty-thousand gold experience heavy casualties, they are
reward. Have run-ins with the Baldurian successful. All sign the Duskweave Treaty
bounty hunter league: The Mandril Vilor to split the island and flow of Liturium
who formed their first Belfrian chapter from it, though Nan Thalias opts out of
in Velandria to act as a forward base for the Liturium knowing that no good can
finding Barthin. A group of adventurers come from it.
are unwittingly tricked to finding Barthin
by the dwarf’s own friend posing as
Baldurian intelligence. End up handing
3E305
Barthin in to Golden Griffins. Golden King Hjolmir of Formen is murdered
Griffins begin rapid expansion with by Valius Hanar, the Arch Marshall
finder’s fee paid by Baldur’s Crown. One of Leacianus. Hjolmir was alerted by
of these adventurers is Duke Conrad, messengers that the Leacianan’s had
current ruler of Tradver who uses the been Liturium stealing from Formeni and
gold to finance his position in the Belfrian Belfrian caravans, guising it as highway
Merchant League. The other is Reyn, now robberies. Valius had left a token in
known as Skilet, who uses the gold to Hjolmir’s room that would give him
begin his crime empire, the Rossa Cartel. constant vision and hearing in the room.
On hearing the conversation transpire
3E250 he teleported himself to the room, slew
the king and bound the murder weapon
Tragedy befalls Nan Thalias as Elen to the hand of one of the messengers.
Estel is destroyed by Quorenderi and Messengers are arrested but several days
his spawn when one of the two barriers later are able to explain things to a more
of Edravës is destroyed. Temporary calm Prince Jolmbröd. Jolmbröd’s first
alliance between Formen, Draksborne, order after coronation is declaring war
Belfrie and Nan Thalias is formed. Golden on Leacianus to avenge his father. Belfrie
Griffins enter their first full scale war in joins war on Formen’s side, Nan Thalias
the reclamation of Elen Estel as part of stays neutral.
Crazy Geordie
© DM Stash. All Rights Reserved
9

3E307
Ceasefire of the war declared on the
first day of the new year, allowing the
contenders of the conflict to lick their
wounds and bolster their forces and
defenses. The Golden Griffins who were
originally fighting onside of Leacianus
have fought for Belfrie and Formen
for the last year and have lost much of
their own forces, needing to desperately
recruit new blood as well. It is in this time
that the campaign is set.

Crazy Geordie
© DM Stash. All Rights Reserved
10

iii. Nobility
Belfrie has quite a standard noble circle that reflects its feudal society. At its top is King
Trendium: the current ruler of Belfrie, having just succeeded his father Silus who died
of illness a year into the Liturium war. Beneath him are his Dukes, Counts, Lords and
Barons. For the purposes of this campaign Trenon and his family will have little baring
on the story or character interactions, but context is needed for a story that revolves
around the political intrigue of three kingdoms. The most common noble interactions
will deal with: The House of Elstein that rules over Tradver and is one of the large
shareholders of the Belfrie Merchant League & The House of Dracaurum that rules over
Velandria, also owning much of the Belfrie Merchant League. The houses have a natural
rivalry against each other, constantly vying for control of the Merchant League.

HOUSE OF BELFRIE
The descendants of Jochen Belfrie still hold the crown over their
ancestor’s liberated lands. Founded as a lesser house in 2E602 by
Sherwick, a newly anointed knight of Draksborne, The Belfrie’s have
always been regarded as fair and just rulers. Such was the case
that saw the Belfrie’s draw so much support in their initial uprising
against Draksborne. Trenon’s father Silus was the one who sought to
give share of Liturium to Leacianus as a peace offering to ensure the
Duskweave Campaign would not be to their detriment. However not
all families are without their dark side.

Belfrie’s part of involvement in the Duskweave campaign also held a


terrible secret. Upon the isle, within its largest town of Shelmere Hold
resided a large Vampire Coven, led by a man rumored to be a mirror
of Jochen Belfrie. When this word reached Silus he knew immediately
the cause, for this mirror was Arthur Belfrie: the twin of Jochen who
was infected with Vampirism in the waning days of the Belfrian War
of Liberation, which he claimed to his brother was the result of an
orchestrated ambush by the Imperials near Limlight. Regardless
of the truth, Jochen sent his brother forth on a secret mission to
Draksborne’s capital of Sundestra. There Arthur and his other cursed
brethren forced the signing by the emperor, though after their
vampirical charms faded their identities were compromised. Word
spread across the continent that Arthur and even Jochen Belfrie
were vampires. Jochen was able to easily deny the claims of his own,
but had his hand forced to denounce his twin, setting parties of
Erdrydion’s Paladins against his sibling. Arthur was never found and
was assumed to have perished or fled Tharador altogether. His name
was stripped from all history records and public mention of him
became a crime.
Crazy Geordie
© DM Stash. All Rights Reserved
11

Though in the final battle at Duskweave, Arthur sought his men


against the Lich that supposedly controlled them, fighting alongside
his descendants Trenon and Silus instead. The King and Prince
thanked their ancestor, providing him and his kin a single ship to leave
Duskweave, The Grey Sea and the waters that surrounded Tharador
for good.

HOUSE OF ELSTEIN
The newest noble house in Belfrie, The House of Elstein gained the
Dukedom of Tradver after the prior Duke, Wilman of House Midrun
who was betrothed to Silus’ sister Sylana mysteriously disappeared
along with the rest of his family when travelling from Jochenia to
Tradver in 3E248. None were ever found, and the search was forfeited
by Silus’ father after six months. Conrad Elstein, a Half-Elf, was
appointed his successor for no heirs remained in the previous Duke’s
family. This caused much uproar, for Conrad was no noble. Rumours
passed that the opulent merchant simply bribed his way into power
for his own benefit. Splinter factions begun forming within the Belfrian
Merchant League to remove Conrad from the Duke’s Chair. As each
faction emerged, quickly did the members all fall to unfortunate
circumstances, food poisoning in one, drowning in the canal the other.
Quickly did Conrad earn a reputation that he was not one to be trifled
with, though with this reputation more rumours grew. Rumours such
that he was the orchestrator of the disappearance of Wilman and
his family, and that his pockets were lined with the blood-gold of the
Rossa Cartel who had begun their rapid expansion into Tradver the
same time that Conrad took power. Still, Conrad rules over Tradver
to this day, and his insurance policy is plentiful children, with four
daughters and five sons.

HOUSE OF DRACAURUM
The one house of Belfrie that has stood for more years than The
House of Belfrie itself. The Dracaurum’s have ruled over Velandria
since 2E522, and were given the land by Draksborne in thanks for the
family’s contribution to the expansion efforts against Nan Thalias.
What started as a small fort quickly blossomed to a bustling trade port
and city for its strategic location within The Grey Sea and mouth of
the Tradver River. The Dracaurum’s were the most avid supporters of
the Belfrie’s during the war for independence, providing much of the
Belfrie’s naval and levy power. As such the houses of Dracaurum and
Crazy Geordie Belfrie have always been close, often inter-marrying their children;
© DM Stash. All Rights Reserved
12

resulting in very confusing and overlapping family trees between the


two houses.

Most recently the House Head, Gendran Dracaurum is the acting


Marshall of Belfrie and head of the war effort against Leacianus. As
such Velandria is constantly brimming with Belfrian Troops as the main
barracks within Dragonwing Keep can host a thousand men alone,
with the remainder erected in a tent-city beyond the gates. From there
the troops embark to take the long voyage around half the continent
of Tharador until they arrive at Leacianus shores in the Katarn Sea.

Gendran has earned a reputation as a very favourable man, who often


shows mercy to foes that many argue would not be deserving of it.
Even when an elven arcanist feigned surrendering to make an attempt
on Gendran’s life, his merciful heart did not falter. The agent was
cut down in an instant in a hail of crossbow bolts, though left dying
and breathing. Gendran called for a cleric to heal the agents wounds
to his best abilities. When questioned of the deed, Gendran simply
replied, “Show kindness to your enemies, so that when you are found
in the same situation, a Leacianan might have heard of the mercy of
Belfrians, and think twice before they plant a spear in your skull.”

Crazy Geordie
© DM Stash. All Rights Reserved
13

iii. The Golden Griffins


T he Golden Griffins are an order of
mercenaries founded originally within
the City of Tradver in 3E201. They were
trade. So again they expanded, adding
their soldiers to bolster forces in large-
scale conflicts. Charging extortionate
an arm of the Belfrian Merchant League sums that nobles would have no choice
(BML) originally tasked with providing but to pay, otherwise they would simply
an internalised escort process for BML go to his enemies and offer their services
caravans or trade ships. Often privateers to them at an even cheaper rate.
would forgo pay if they found stealing
the loot they were escorting more Thus, their fingers are now in many
valuable. As the Griffins became a force kingdom’s pies. Far to the east, they have
to be reckoned with, much of their need brigades fighting alongside Elemi on
became redundant as bandits no longer the continent of Edrador, in Formen and
risked their lives for wares from the BML. Belfrie they have several chapters and
So too did privateers become desperate barracks manned for the war. Even as
for work as the BML refused to take on far north as Mayreth they have outposts
external contractors for their escorts. manned to protect the Mayrethi from
Alimrothi Air Raids, charging the kingdom
Thus the Griffins expanded their a very steep fee to keep their men
operations, taking on the privateers that constantly stationed. Though everywhere
the BML had halted their work with and between they still take a constant inflow
re-purposing them to perform grunt of freelance work, which they assign
work for a split of coin. Goblins needed squads to as relief from extended war
exterminating from a cave? Need a deployments. In Formen and Belfrie their
group of brigands removed from your reputation is poor, they are seen as turn
inn? Maybe someone might even need coats and the average citizen is likely to
their missing child found. Regardless of treat them with disrespect if they are
the work, if a mercenary could do it then spotted in uniform. This doesn’t always
the BML would have the Griffins write go greatly if spitting at the wrong Griffin
out a contract, have it signed and charge however.
a fee on its completion. So quick did
their operation expand that less than 50 The party in this game takes the roll of
years later in 3E250 they had nearly a full two potentially playable squadrons within
fledged army that matched in size to the The Golden Griffins. The choice is up to
combined levies of the largest Belfrian you as a DM or them as a party. For the
houses, and well beyond the largest most part this will not have a huge story
forces of Formen. So the Belfrian crown impact and is mostly for the purpose
paid the Griffins for their part in the of flavour, however the squadron that
Reclamation of Elen Estel, and hefty was they do not chose will act as active
the sum they charged. antagonists through the story. Your
players can choose to play the pre-made
At the campaign’s end, the Griffins were characters that are supplied with this
wealthier than they had ever been, and package (apart from the squad leaders),
this showed the BML that mercenary each one already assigned to a squad.
work
Crazy could be even more profitable than
Geordie These are all our original miniatures of
© DM Stash. All Rights Reserved
14

course. Otherwise they can create their heavy hitter of Talon Company. A Colossal
own original characters and have the knight in self-exile who now fights only
pre-made characters act as NPCs (DM in vengeance for a peaceful life stripped
discretion for which remain as NPCs in from him. Gold is no consequence to him.
the squad). The antagonist squad should
still retain all pre-assigned members and FANG SQUADRON
leaders, and I advise against swapping
The Squad of the Golden Griffins used for
characters between squads. This will
special assignments that no one else will
affect pre-written encounters, though if
take. Ready to complete whatever work is
you are happy to adapt these to match
ahead of them regardless of their losses.
the composition you’ve organised for the
That is the purpose of Fang squad, at
antagonists then feel free.
least since Champion Pride was assigned
as its Commanding Officer. Now to be
assigned to Fang Squadron is an almost
TALON COMPANY
sure death sentence, or the path to an
Originally one of the most fearsome early retirement at best.
vanguard forces of the Golden Griffins,
the entire company was wiped out in an For full character descriptions and stat
ambush several months before the cease blocks, please refer to Appendix A and B.
fire, with Sergeant Silus as its sole survivor.
The company has now been reassigned to Champion Of The Claw - Pride: The
freelance work and special operations while ruthless Champion of Fang Squadron.
Silus rebuilds his shattered unit from the Able to take on entire platoons of
ground up. Recently several other veterans enemies by himself, after he has thrown
have been reassigned to Talon Company so his own squad through the meat grinder
that it can resume operations. of the enemy.

For full character descriptions and stat Grand Trailblazer – Swifty: The Grand
blocks, please refer to Appendix A and B. Trailblazer of Fang Squadron. The
longest living member of Fang Squadron
Sergeant Silus: The hardened sergeant so far (which isn’t very long). Escaped
of Talon Company. A man with a a previous life of crime after a failed
haunting past. attempt on his life and now works for his
ex-employers greatest hindrance. A sharp
Commando Henry: The artificer of Talon shot and even sharper escape artist.
Company with humble beginnings as
a meagre teen and adventurer. He has Footsoldier – Rybeck: A common
hardened into a veteran commando footsoldier of Fang Squadron who
using his own mind as a weapon and tool believes his newfound faith in the gods
against the enemy. has somehow kept him alive through
Pride’s suicidal orders.
Knight Of The Eagle – Sycamore: The
quiet but skilful duelist of Talon Company Vanguard – Trenon: The vanguard of
with no memory of his previous life. Fang Squadron. A good-willed Orc freed
Unparalleled with a polearm. from bondage aiming to repay his life-
debt to the country that brought him in
Knight of The Lion – Runs on Wind: The
Crazy Geordie and gave him a home.
© DM Stash. All Rights Reserved
15

Crazy Geordie
© DM Stash. All Rights Reserved
16

v. The Cities
T his section’s purpose is to describe the cities of Tradver and Velandria and the
happenings in each city. It is to allow you to break your players into the world with
small side quests or contracts until the main story unfolds. You may also jump straight
into the main story if you wish, but this section can still aid you in fleshing out the world
for your players.

Full Size Map Available in DM Stash Pack 1 (Apr ’21) Velandria is made up of several districts and has little in way of
slums. It is very much a city of the wealthy class as most of its working class reside on the opposite end of the river’s
mouth, having to ferry to work in the main city each day. Districts are mostly divided into mercantile/production/
residential.

Velandria on the delta’s opposite side. The Jewel of


The Grey Sea acts as a central trade point
The wealthiest trade hub of Belfrie, for routes across the sea, namely as a
situated at the mouth of the Tradver stopping point for routes spanning from
River and Velandria Delta. Velandria has Draksborne to Baldur. It is the home of
the highest average wealth per resident the Golden Griffins and one of the main
of all human kingdoms on Tharador, if its headquarters of the Belfrian Merchant
less prestigious Eastern half is ignored League
Crazy Geordie
© DM Stash. All Rights Reserved
17

Royalty’s Greeting Places of Interest


The welcoming gate of Velandria that • The Dancing Cockatrice: A tavern
connects it to Victory Highway. This famous for its Velandrian Gold Ale,
gate is used mostly by those travelling a local brew that’s a household
from the capital of Jochenia and the name across Tharador. Asking for a
prosperous shipping and fishing town of “Velandrian Gold” is usually the first
Volosvio. Students from Ardris University words uttered by any adventurer
also enter through this gate, as well as entering a tavern or inn. The owner of
most merchants coming by land from the Inn is Derrick Drinkwater, a dullard
Draksborne. with a heart of gold who inherited the
inn from his father, it is co-managed
by Edwyn Stout, a serious but kind
Places of Interest man and one of the cofounders of
• The Gilded Spoke: A carriage the tavern. Edwyn is in his early 70s.
company that provides rapid and safe Currently the tavern is preparing for
transport across Belfrie. A subsection a large gala to commemorate the
of the Golden Griffins, these carriages end of the Liturium War. Performers
are armoured and armed. Only the across Belfrie are travelling to it, but
most daring or dumbest of bandits with current fears of the Nosmeni
would think to try accost one. These attacks, the owner is thinking of
carriages are favoured by merchants calling off the event unless they can
moving valuable goods, and are now get extra security, or ban Nosmeni
used to transport the majority of from attending. Though two of their
Belfrie and Formen’s Liturium coming headlining acts being Nosmeni does
from Duskweave. It will set you back not bode well for such a move.
quite a bit though, costing 30 gold per
day for the carriage, its driver and 2x Mercantile Mile
Veteran (MM p. 350) guards. It travels The tightly knit straight of stalls, markets
80km per day, but can only travel by and shops weaved upon a single, long
road. stretch of road, which contrary to the
name is quite a bit less than a mile. Shops
Wyvern District here range from standard grocers,
The residential district of the mostly cobblers and general goods to oddities,
middle class citizens of Velandria. Along antiquities, potions and more. If a good
the Victory Highway there still lies many can be purchased as a commodity, it can
commercial properties, but only one a probably be found within Mercantile Mile;
block away either side and the buildings if the person looking has the patience or
turn to rows upon rows of formulaic the know-how to find it. It could take a
houses with sunflower-yellow tiled roofs person new to Velandria hours and
and cookie-cutter front courtyards. Crime hours to find a certain store if they don’t
is quite rare here, and the neighbours are ask for directions or are given poor ones
a tight-knit community, mostly comprised by a local.
of merchant’s of modest stature with
stalls within Mercantile Mile. A few inns Places of Interest
are found along Victory Highway in the • The Blue Door: A mysterious doorway
Wyvern district, most notable of which is appears in an otherwise empty
The
Crazy Dancing Cockatrice.
Geordie alleyway. Opening the door one is
© DM Stash. All Rights Reserved
18

transported to a pocket dimension.


This dimension is entirely dark, save
for a brazier with a burning blue fire.
Behind it stands a mysterious Elf with
blonde hair and violet eyes, dressed
in noble clothing. He offers the party
members to place an item in the fire.
They can place a single item in the
fire, which immediately changes it
to a magical item. The item change
can be of the DM’s choice and should
relate to the origin of the item that
was thrown in. Alternatively you may
roll a 1d100 on Magic Item Table F or
G (DMG p. 144). Once someone leaves
the Blue Door it disappears and only a
mundane wall remains where it once
was, no trace of magic left behind.

Deadkept Gate
The closest thing that Velandria has to
a ghetto. Houses and abandoned shops
curtaining the main road that once led
through to the eastern road itself. The
gate was destroyed, crumbling during
the Siege of Velandria in 2E747. Once
Belfrie had secured its independence,
Jochen opted to instead construct a new,
grander, and more royal gate at the
city’s western wall than rebuild the old
gate from scratch. Thus it has always
remained as a pile of reinforced rubble.
In this district sits most of the places of
ill repute, beyond the wall. Though still
within dwells shadier places of service,
including brothels, gambling parlours
and loan sharks. There is district has the
highest concentration of Nosmeni in the
city.

Places of Interest
• The Bed of Ced: An upmarket brothel
themed like a temple of Cedhelieth.
This place is divisive among followers
of Cedhelieth: where some see it as a
mockery of her and of love, others see
Crazy Geordie it as a place of worship to her through
© DM Stash. All Rights Reserved
19

physical means. The proprietors, a The wealthiest merchants of the


Nosmeni and Half-Elf wife couple Belfrian Merchant League reside in
indeed claim themselves to be devout Fyreborne, and each home is almost its
followers of the Divine of Life & Love. own museum, with listless baubles and
artefacts. It would be a thieves’ dream
were it not for the deadly security that
Serpent Stacks every owner employs to their residence
A mix of shops and house-fronts sit on full-time. Some of these are Golden
the northern side of Victory Highway, Griffins themselves, though many are
along with crafters, smiths and artists. It privately hired too. Stray too close to
holds a slightly higher reputation within a house you’ve not been welcomed in
the artist circles of Velandria, known as and you may find the bolt of a crossbow
the cultural district. Though most other lodged in your shoulder.
locals see The Stacks as a pompous place.
Here artists may be encountered painting Places of Interest
in the street, theatre being performed • Grand Temple of Erdrydion: An
on public stages or any other manner enormous temple towering many
of cultural displays. Many artisans of stories up. It was under construction
trades are also located here, be they from for half a century before completion.
jewellers to swordsmiths. Out the front is a statue of the Hero
Places of Interest of Duskweave, Yinsylim. His head has
• Masterworks All: You can’t go wrong recently been adorned in wreaths
with a trusty sword forged by a master and flowers are scattered at its base,
of two-hundred years of experience. in remembrance of the fallen hero.
Master Smith Grigoren, an middle- Hidden in the depths of the catacombs
aged Half-Elf runs this smith. He is of the temple is also a sect of Psithars
able to upgrade any mundane weapon (Greywind’s Guide p. 56). Serran and
to a +2, or mundane armour to a +1. Henry Dannis (The Last War Pt I and Pt
Though the fee may be substantial. III respectively) may be found in here.
Masterworks don’t come cheap. They can be recruited as allies to aid
the party within the Nocturnal Abyss.
The temple is otherwise used as the
Fyreborne Crest base of operations for the Forces of
The most opulent district of Velandria.
Heaven throughout the campaign.
Sitting beneath the shadows of
• Barikdral Manor: The extravagant
Dragonwing Keep, the mansions here
home of Xarvir Barikdral, a Nosmeni
almost look like keeps of their own. So
merchant with a ubiquitous presence
too does the recently erected Grand
across Velandria’s economy. He
Temple of Erdrydion that towers above
seemingly has investments in almost
all, resembling a magnificent citadel,
every successful business in the city,
measuring up even to the Duke’s Keep
and is called “The Lucky Devil” or the
that looms above it. The Golden Griffins
“Devil With the Golden Touch.” His
headquarters across the road also
home is barred with a wrought iron
seems like a fortress, taking up an entire
gate in golden plating. Four Golden
block and very much standing out as a
Griffins guard the front (Champion,
militaristic, grey eye-sore in a golden city.
MPMM p. 74). They are doing their
Crazy Geordie
best to control a chaotic crowd who
© DM Stash. All Rights Reserved
20

Crazy Geordie
© DM Stash. All Rights Reserved
21

believe in a purported conspiracy that own personal pleasures. Though Duke


Xarvir is an agent of Nosmarka sent to Gendran has tried to save face, the
drain their coin purses. Duchess’ drunken displays in public
have done little to aid him.
Dragonwing Keep
The home of House Dracaurum and Drakewind Gardens
oldest site in Velandria. Perched upon a A mostly residential district with a few
small hill, the keep is the most opulent shops and inns that surround both
of all the main holds in Belfrie. Even sides of Delta Road that leads north
House Belfrie’s Emerald Keep in Jochenia through Dragon’s Doorway. The second
pales in comparison to the stained glass wealthiest district of Velandria next to
windows, silk rugs and banners that Fyreborne Crest, Drakewind Gardens
cover the keep’s stone walls and floors. consists mainly of elven and half-elven
Fortnightly banquets are held by Duke residents that have fashioned their
Gendran and his wife Syrilia in the grand homes to make them more aligned with
dining hall, which seats near fifty guests their homes in Aluvitar or Nan Thalias.
alone. On the last day of each month the Some go as far as to have druids of the
Duke hosts a soiree as well, inviting all Ten’gwaël fashion their gardens for them
nearby nobles and esteemed members growing vine into the stone of their
of society to revel in a full day of wine, ale building birthing flowers of all colours
and debauchery. of the spectrum from them. Many
Notes for DM buildings too have rooftop gardens, walls
• Duke Gendran: Gendran has earned of hedges lining their edge and fruity
a reputation as a favourable man growing bountifully from their stalks.
during his time as Belfrie’s Marshall
in the Liturium War. Even when an Places of Interest
Elven Arcanist feigned surrendering • The Prickly Herb: A nursery and
to make an attempt on Gendran’s life, herbal shop tended to by a grumpy
his merciful heart did not falter. The middle-aged man called Harold, his
agent was cut down in an instant in warm wife Harriet and their four
a hail of crossbow bolts, though left children. Here the party can find a
dying and breathing. Gendran called large and diverse supply of ingredients
for a cleric to heal the agents wounds for herbology, as well as common to
to his best abilities. When questioned rare plant casting components for
of the deed, Gendran simply replied, spells that require material casting,
“Show kindness to your enemies, so such as gilded flowers, seeds of
that when you are found in the same moonseed plants or thorned plant
situation, a Leacianan might have stems.
heard of the mercy of Belfrians, and
think twice before they plant a spear
in your skull.” Virgil Docks
• Duchess Syrilia: Syrilia has earned Docklands mainly for passenger ships,
a somewhat sullied reputation from while also taking on small merchant
the time her husband was at war. vessels. This is the place where one
Their fortnightly banquets became would find a riverboat taking passengers
thrice a week, and she was accused of to Tradver if one preferred that to
squandering the city treasury on her
Crazy Geordie
© DM Stash. All Rights Reserved
22

walking. Passage upstream starts from the level above. Rooms here are 1 gold
about 10gp. The Coryn Plaza Boardwalk per night.
that runs perpendicular to the marina is
filled on weekend nights with markets Delta Docks
and fairs, providing entertainment to Mostly filled with warehouses and work
many locals and visitors. The buildings yards, the Delta Docks act as the port
in the district are also welcome sights to of call for most of Belfrie’s main work
new visitors to the city from the docks, and cargo ships. Scattered in it are
with lavish taverns, eateries and inns fisheries and shady sailor inns such as
lining the waterside. This is the part of The Swamper’s Sleep. The average citizen
Velandria that most travellers picture might opt to avoid the docks at night,
when the city is mentioned. but for the most part it is safe save from
a few back alleys that locals know not to
Places of Interest tread in.
• Coryn Plaza: A bustling hub of
culture, entertainment and other Places of Interest
delights. Coryn Plaza is well renowned • The Swamper’s Sleep: A shady
across the Grey Sea as a place of sailor’s inn run by a Water Elemi
exuberance that even commonfolk woman named Serena. Her watery
can enjoy. Routine live shows and nature has left much of the wood in
performances are paid for by the the inn warped and broken. A bed
Duke, and many other performers here is incredibly cheap, at 1 copper
simply do so for pleasure, taking per night.
payments from any who might care • Goldbrick Grotto: A grotto built into
to spare them a few coins afterwards. the side of the docks that is used as
Many of these performances are also a gambling den and bar by sailors.
magical in nature, with students from A variety of games are played here,
the University of Ardris testing their mostly dice and card games. One has
illusory and evocation magic to the to show 50 gold on their person to
delight of audiences. be able to enter the establishment.
• The Flightless Drake: A well Minimum buy ins are 10 gold at any
established hotel and tavern that can table.
trace its lineage back to the Second
Era. This reputable establishment
is the port of call for any wealthy
merchants staying in Velandria or
stopping over on their way to Tradver.
The top three floors are dedicated
to lavish rooms where no expense
has been spared in bedding and
furniture, each room also containing
a bottle of “Drake’s Breath” whiskey
to welcome its guests. The bottom
two floors include reception and a
large tavern floor with seating for a
hundred guests at ground, and a large
entrainment hall for performances on
Crazy Geordie
© DM Stash. All Rights Reserved
23

Crazy Geordie
© DM Stash. All Rights Reserved
24

Full Size Map Available in DM Stash Pack 1 (Apr ’21) Tradver is the northern counterpart to Velandria, though much
higher in its population density and crime rates. Within its walls the city is relatively safe, divided into four quarters
for living, praying, commerce and production. Outside the walls is a free for all, and the Duke does little to try tame
it.

Tradver main trade is with Formen, Karkanoth


and northern parts of Draksborne,
A sprawling city of slums and mansions dealing mainly with caravans or trade
situated on an isle at the joining of rivers routes that use Tradver as their port of
Ere and Tradver. Tradver City was once call.
the home of the Golden Griffins, though
in 3E300 their headquarters was razed to
the ground by The Rossa Cartel after a Beggar’s Landing
territorial dispute in the city. Within the The forgotten slum of Tradver, far beyond
walls the city is split into four defined any entry points to the city and beneath
quarters, though outside of it is a free the shadow of the city wall. Even gangs
for all of slums, crime and exploited care little for this area for the little strategic
working class. Not as visually pleasing value it possesses in the grand scheme
of Tradver’s landscape. It is more or less
as Velandria, its slums surround the city,
made up entirely of dilapidated houses that
rather than being cast to the other side
have stood since the start of the Third Era.
of the river like in its sister city. Tradver’s Some of the houses among the river act
Crazy Geordie
© DM Stash. All Rights Reserved
25

as smuggler dens for small time criminals,


though otherwise Beggar’s Paradise is an
undisturbed slum for the average citizen to
be free of the violence and drama caused by
Tradver’s crime syndicates.

Though conversely without any order to be


held by a ruling gang’s fist, the streets here
are the most dangerous, with petty criminals
running unchecked. Those that venture here
unaware are very likely to be called out for
not being locals immediately, and probably
harassed or attacked soon after.

Copper Fields
Rows upon rows of copper roofed houses
line this district, mostly lower class but not
yet squalor. The copper fields comprises
mostly of residential districts, with small
fishing companies and warehouses lined
against the riverside. Due to it being out
the walls, gangs do operate within Copper
Fields, using the lack of complete squalor as
a cover for some of their more underhanded
schemes, such as narcotic and illegal potion
brews.

Though the Copper Fields Five owns most


the area, the Rossa Cartel has been trying
to push in during recent years, resulting in
skirmishes that take up whole blocks. The
Rossa Cartel is the main holder of most
Tradver’s slum districts has been trying
to gain full control of Copper Fields and
Nomad slums for the last half-decade,
though each time they tried the smaller
gangs would unite together to push back the
conglomerate cartel. Now the smaller gangs
of Copper Fields and Nomad Slums have
amalgamated to one and go by the Copper
Fields Five.

Dream’s Doorway
The flashiest part of Tradver that sits
beyond the walls. This mostly touristic
and commercial district is the highlight of
Tradver by the most depraved individuals.
A handful of blocks between the canal
and
Crazy wall that hold the greatest amount of
Geordie
© DM Stash. All Rights Reserved
26

debauchery and lust in Belfrie. Riddled with Goldtower Keep


brothels, gambling dens, drink houses and
Pitted on the highest point of Tradver, a
drug lounges, most would wonder how any
raised hillock, Goldtower Keep sits high
of these places manage to exist at all right
above the raging river and the slums
under the nose of House Elstein.
beneath it too. It has a more modern
architecture in comparison to most other
In the centre of this depraved district sits
keeps, with pointed roofs and triple tiered
the idol of sin: Crescent Moon Casino, the
buttresses forming from it, making it look
headquarters of the Rossa Cartel and five
almost holy in nature.
stories over nearly a full block dedicated
to gambling, whoring and altered states of
Inside the keep is wide and spacious, with
mind. Here the Cartel is ruled over by a half-
five levels not including its dungeon and
elf, Derys Sharp, desperately trying to keep
basement. Conrad Elstein seldom allows
the Cartel together as power struggles crop
visitors to his keep, preferring to keep alone
up continent-wide after the death of Skillet,
most times, though in years before it was
the organisation’s founder.
one of the liveliest keeps in Belfrie. Prior to
Conrad Elstein, Duke Wilman would often
Beyond the debauchery by the Dream’s
host banquets for the members of the
Doorway, there too is high-class taverns and
Merchant’s League as thanks for running the
sellers of high-grade blackmarket goods
city and bringing much wealth to his treasury
such as Wyvern Poison, Elemental Salts,
as well. Elstein has never held such a feast,
cursed artifacts and more.
due likely in fact to the schism his Dukedom

Crazy Geordie
© DM Stash. All Rights Reserved
27

laid upon the city. Though it is rumoured Priest’s Quarter


that often shady figures and groups are seen
Worship is still important even within the
entering and leaving the keep at the darkest
confines of Tradver City. As such there is a
hours of night.
district with dedicated temples to each of the
divine Tharameni that watch over mortals.
Merchant’s Quarter None are so grandiose as the Cathedral to
“No coin in Tradver reaches a beggar’s hand Erdrydion in Velandria, but each deity has a
without the League’s approval,” so the house.
saying goes. More of Tradver’s wealth sits
within this district than the rest of Tradver The temples provide free board for clerics,
combined. The district is mostly commercial paladins, priests and other pilgrims or
and financial, with most businesses having wayward travellers devoted to the divine.
ties in one way or another back to the Each temple spends its respective weekly
Belfrian Merchant League, which has their worship day to bringing offerings of food
head office in Tradver next to The Balanced and drink to the slums, protected by paladins
Scale Inn, which in itself is the most of their orders.
prosperous inn through Tradver at the port
of the Merchant’s Quarter. Resident’s Quarter
A place that only a lucky few in Tradver can
Much of the Merchant’s quarter docks are
call their home. Compared to the mansions
used in imports of wholesale goods to be
of Fyreborne Crest in Velandria this looks
sent directly to stores for sale, or exports
like a slum itself, but the houses of the
of wholesale goods to the rest of Belfrie or
Resident’s Quarter are generally well-kept
beyond. It is also the main docking point of
and large in comparison to the houses
passenger boats travelling up and down the
beyond the city walls.
Tradver river. These boats have tickets as
cheap as 5gp for the downstream journey.
Residents within the walls have the luxury of
The Merchant’s quarter is generally quite
not being pledged to a gang, though most
safe, though there are rumours of those
of them are indebted or on the payroll of the
owing large debts to the BML disappearing
Belfrian Merchant League instead, which for
without notice, and questions asked never
some may be a fate far worse than owing
being answered.
loyalty or debt to a street gang.

Nomad Slums Rossa Rows


The most contested territory by the gangs of
Like their names suggest, this portion of
Tradver. On its best days the Nomad Slums
slum is wholly overseen by the Rossa Cartel.
will have only a small turf exchange. On its
In the cartel’s first emergence, many of
average days blown skirmishes leave corpses
the gangs in The Rows were beginning to
on the streets, and on its worst the slums
already crumble under the pressure of the
become a battleground for the Rossa Cartel
BML crackdown to organised crime.
and the Copper Fields Five.
Even the civilians that live within the district
With Rossa’s introduction to Tradver, and
have allegiance to one gang or the other,
their seemed immunity to the watchful eyes
and the territorial landscape of the gangs
of the BML, they were able to hostilely take
constantly shifts and moves. Mostly this is a
over the operations of the other gangs in
residential district, with a few local grocers
the region, paying off their own members to
and gambling dens scattered amongst the
switch sides, or knocking off the ones that
dense housing and streets.
couldn’t be paid off. Now the district is fairly
Crazy Geordie stable, and though is a hub of organised
© DM Stash. All Rights Reserved
28

crime, is generally safe; as long as you aren’t Skillet’s Sanctuaries


in the wrong place at the wrong time or
Once one of the worst slums of Tradver,
speaking ill of the Rossa Cartel.
Skillet’s sanctuaries has undergone dramatic
change and restoration in recent years
Rueven’s Square thanks to the coin of the Rossa Cartel and
Named after the first Duke of Tradver, the heart of its leader. The Sanctuaries
Rueven Sprigman. What was once the plaza were originally known as The Silt, dirt
and assembly place for Belfrie’s northern swept downstream until it settled on that
armies has now become a large void in the isle. Growing up there Skillet knew the
slums of the Rossa Rows. In times of war hardships of its occupants, so with his
Rueven’s Square would be the gathering newfound wealth spearheaded by the Cartel
place of the military, to be addressed by promised to revitalise the district, providing
their Duke from the walls of Goldtower grocers, healers, churches and stores to the
Keep. Now the slums have crowded around population at a fraction of the cost to what
it, and although the official borders of the was charged in other districts. Only the
plaza have been designated a “No Building residents of Skillet’s Sanctuaries could bare
Zone”, this has instead created a solid and access to these, each being issued a badge
dense border surrounding it, preventing the by The Rossa Cartel for redemption at these
large gatherings of soldiers from entering as locations.
they once did. Small armies may still gather
in the square for traditional reasons such Many wonder what Skillet ever had to gain
as ceremonies or to be seen off to war, but from this, but having undying loyalty from
even the smaller groups take difficulty into one of the largest districts in the city seemed
filtering through the streets to the square. to be well worth the coin he had dolled out
to make it so. The Sanctuaries are strangely
Crazy Geordie enough one of the safest districts in Tradver,
© DM Stash. All Rights Reserved
29

and even an unarmed merchant with coins Wolf’s Way


falling out his pocket would be unlikely to be Northern road through Tradver that
accosted if travelling through here. However, connects the city and most of Belfrie to
if ill intent is caught wind by the wrong Formen, through the border city of Hvirna.
people: that you may be enemies of The Most recently this has been the war road
Rossa Cartel or meaning to destabilise the for Belfrian troops east of the Velandria
district in any way, there is a good chance Delta to move into Formen to provide aid
your body washes up in Velandria a few to Leacianus. In recent years before it was
weeks later. the main road used to transport Liturium
and other trade goods to both Formen
With Skillet’s death, a statue was erected and Leacianus as part of the Treaty of
in his honour in the middle of the bridge Duskweave. At its start point in Tradver,
leading to Dream’s Doorway. The Tradvian Wolf’s Way is bordered by both mercenary
Chapter of the Cartel, while losing influence and carriage companies offering safe
elsewhere, has done its best to upkeep the travel for exorbitant prices to the northern
goodwill offered to residents and visitors of cities of Hvirna and Edgar. The prices are
the Sanctuaries. unaffordable for most merchants, so many
instead simply risk the journey without an
Tos Road escort, to their utmost regret. During the war
The connecting road to the capital of the road was plagued by ambushes from
Jochenia, running through the fortress of Leacianans teleporting in to raid Coalition
Holmgaard in the Steelpeak mountains and supply caravans. Many of these raids are
the citadel of Tosgilioth near the Gilrain still visible now, with destroyed carts and
River. This is the quickest road to reach scorched earth dotting the road every few
Jochenia from Tradver, and is one of the miles.
most frequented roads out of Tradver, as
most wishing to travel to Velandria will go Worker’s Quarter
via riverboat. Many trade caravans take this
road, both to Jochenia and Draksborne. Thus The main dockland of Tradver for exports
it is a road ripe with bandits, goblins and of goods and imports of raw materials.
other creatures that find value in the shiny Most riverboats loaded with cargo dock in
trinkets hanging from a trade cart. At its this quarter. The quarter is filled with large
sides in Tradver, Tos Road is mostly met with warehouses and workshops. Some of the
carriage and trading companies that act as finest wine and olive presses exist within
a curtain between the road and the slums Tradver’s work district, a large exporter
behind. that they only rivalled by in Velandria and
Volsovio’s fine wines in the south. The
quarter is generally safe, and activity by
Tradver Highway criminal syndicates is kept at a minimum.
The primary connecting road between
Tradver and the other cities of eastern
Belfrie. It runs parallel to the Tradver River,
ending at East Velandria. This is the road
taken by small caravans or convoys, or those
that cannot afford a river vessel. The road is
mostly safe, save for a few bandits or beasts
that may lurk around the swamps closer to
East Velandria’s side of the road. Dishevelled
inns and shops line the road outside Tradver
City walls, becoming more upstanding the
closer
Crazy reached to the city limits within the
Geordie

wall.
© DM Stash. All Rights Reserved
30

Crazy Geordie
© DM Stash. All Rights Reserved
31

vi. Contracts & Happenings


A s members of a Mercenary Company its only natural that your players will be tasked
to take on issued contracts intended for smaller outfits. They are groups of veterans
and the work available to them should reflect as such. Included in DM Stash Pack 1 is
several contracts to help fulfil this end, details of which are laid out below and fleshed
out later. Beyond that is more than just the contracts available in the Headquarters of
the Golden Griffins too. Quartermasters are always in need of extra gear, crafters and
enchanters with materials and reagents. Otherwise certain happenings can be stumbled
upon in certain parts of each city, with jobs that might need doing or artifacts to be
uncovered.

Contracts
Contracts are available within the Velandrian Headquarters from the game’s start and
can be engaged at any time. They should be introduced through either a bulletin board
or an administration officer within the entrance of either the Velandrian or Tradveri
chapter of the Golden Griffins. The completed contracts require sign off by the contract
requestor and are handed in at the Golden Griffins chapter clerks/reception for the
reward.
Corresponding Full Page Contracts Available in DM Stash Pack 1 (Apr ’21)

Contract A: Alchemist Break-In [DM Notes]: The party will discover


In Velandria a small alchemy shop signed that this seemingly simple thievery
The Prosperous Potion in Mercantile Mile goes much deeper than they originally
has just encountered a break in. The thought. Evidence points to members
only thing stolen by the thieves? A dozen of the Belfrian Merchant League having
quarts of Wyvern poison. Unable to go stolen the poison to spike the Merchant’s
to the town guards for fear of their own Banquets being hosted in Tradver by
prosecution for illegally holding such a Conrad Elstein and framing him for the
huge amount of the deadly poison, the murders. Ultimate intention to have King
elven alchemist Arlyn Eramaeth is forced Trendium intervene and strip House
to seek the help of the Golden Griffins to Elstein of all its titles. Reward = Party
recover his poison, and ensure if it has splits contracted GP and bonuses, 1
been used the usage cannot be traced potion of choice each from Alchemist.
back to his shop. He requires the utmost (Refer to Magic Item Table B & C in
discretion. Dungeon Master’s Guide pg. 144, 145)

Crazy Geordie
© DM Stash. All Rights Reserved
32

Contract B: Tradver Trafficking Contract C: Tradver Highway Patrol


Copper Fields in Tradver is host to one Merchant’s and travellers are
of the largest rings of underground disappearing on the riverside road
humanoid trafficking in Tharador. This between Ogre’s Rest Inn and Adobathian.
is of course spearheaded by the Rossa The string of disappearances has seen
Cartel, so naturally Duke Conrad wants lowered trade and begun impacting the
nothing to do with it. Doubly so since Inn and Adobathian which often rely on
it is beyond Tradver’s city walls. An the trade of passing travellers. Both the
anonymous client with a large purse has baron of Adobathian and the proprietor
paid for us to disrupt the entire ring. of the inn have pooled together a decent
Casualties of those being trafficked are sum to have us send a group capable
of no matter, just that the product is no of slaying whatever it is that has been
longer in the hands of the Rossa Cartel. causing the disappearances. The Griffins
Naturally the Griffins are trying to rebuild haven’t been told much other than no
their reputation, so if a considerable traces are left of the disappeared, so
amount are saved and freed there is a the first point of investigation is either
bonus involved, paid for by the Golden Adobathian or Ogre’s Rest Inn depending
Griffins. on if coming from Tradver or Velandria.

[DM Notes]: This is a very combat heavy [DM Notes]: Rumours seem to randomly
operation, with potential for many civilian change based on each person asked.
casualties. Players should be careful with Players should be presented with 2-3 of
their planning for execution. Bashing the rumours from Table A: Rumours.
down the door may be effective, but You as a DM can come up with which
spilling a fight out into the streets would of the rumours are the real reasoning
cause a full blown bloody neighbourhood and run with it from there! Or maybe
skirmish. The trafficking operation takes come up with a completely different
place in a small group of riverside houses reason from what any of the village folk
on a busy slum street. The diverse-raced or travellers say. Whatever the reason,
captives are in various states of health, the lead up to the encounter should
ranging in age from children all the way be long, drawn out and suspenseful.
to elderly. Reward = Split contracted GP Reward = Party splits contracted GP, 2
and bonuses per captive saved (total magical items from the source of the
is fifteen alive before start of combat). disappearances (Refer to Magic Item
Bonus may be forfeit if less than seven Table F in Dungeon Master’s Guide pg.
captives survive. 146).

Crazy Geordie
© DM Stash. All Rights Reserved
33

Table A: Rumours after posting a contract for the death


of his ex-wife’s new lover, citing his
d100 Rumour involvement in the Baldurian Separatists
Movement. Without the coin to pay the
00-09 Bandits have been attacking and bounty’s remaining half after the deed
dumping bodies in the river
was done, the Mandril Vilor decided
to make it back by putting a price on
10-29 A marauding beast has been
patrolling the road, completely
Berthold’s head.
devouring any unlucky travellers
that come across it.
[DM Notes]: The Mandril Vilor’s base
30-49 The road between the towns is in Delta Docks. The players can come
becomes a portal to the Astral up with whatever means they wish to
Plane at the stroke of midnight remove the contract, from paying the
and any still on the road are
transported there.
remaining cost (1d4x150 gp) to faking
Berthold’s death or even finding a way
50-69 A Forest Spirit of Calanel Forest is to forge the contract’s completion to
capturing travellers and feeding Mandril Vilor head office. Below rewards
or turning them into trees. are from Berthold.

Reward = Recipe for Formeni Moose


90-99 A giant flying beast, like a wyvern, Steak, Skullsplitter (1d8+2 Battleaxe)
dragon or griffin has been
spotted flying overhead recently [refer to Appendix C: Mundane & Magic
and is believed to be snatching Items].
travellers from the road and flying
off with them.

Jobs
The Golden Griffins always require work
to be completed, even if its not always
signed off with a pen and paper. As such
in the Velandrian Headquarters the party
can find work with quite a few different
folk that need it.

Job A: The Careless Cook


Berthold Guntar, one of the cooks in
the mess hall is becoming increasingly
paranoid and worried. The large
Formeni man is supposedly looking
over his should every couple of minutes,
and hasn’t left the HQ in weeks. The
party overhears talk by some of the
other soldiers in the bar that the cook
supposedly owes a ridiculous sum to the
Mandril Vilor Bounty Hunter’s League
Crazy Geordie
© DM Stash. All Rights Reserved
34

Job B: The Pocket Portal


Ingrar Hornkill, the dwarven [DM Notes]: If Runs on Wind is in the
quartermaster mentioned something party or in the HQ in the antagonist party
about a magical item’s stock discrepancy he recognises the device from an old
from his inventory list. Apparently, it hunt he once did. A gnome possessed a
was a Baldurian pocket watch that no similar device that he could use to make
one had quite figured out in its entirety. himself disappear. If antagonistic he will
Though Ingrar had tested it for magical inform his own party of this who will now
properties, it seemed mundane. It had actively work against the player party
been sitting in the inventory awaiting a (though only if this is encountered in Act
scholar from the Tower of Ardris to arrive C). The item is a watch that can teleport
to identify or diagnose it. The only way the holder with a press of a button. One
it had been known to be magical was button sets their current location as the
the Griffin that traded it in had obtained teleportation destination, the second
it from a sorcerer he had slain that was teleports them there. The watch has been
apparently using the device in some way retaken by the sorcerer it came from,
to rapidly teleport short distances. The who had faked his death and returned
device mysteriously disappeared a day to take back his belongings from the
prior to the scholar’s visit. The scholar quartermaster. The party can join forces
has been boarding in the headquarters with the scholar (Diviner Wizard, MPMM
now for the last two nights, while being p. 261) who can use his abilities to track
paid for his time out the quartermaster’s the magically invisible footsteps of
budget. the thief, or the party can achieve this
themselves with tireless investigating.
The sorcerer Caserius Chadwick can be
found in the illustrious Golden Drake Inn,
in Velandria’s Fyreborne Crest.

Reward = Watch of Returning [refer


to Appendix C: Mundane & Magic
Items].

Crazy Geordie
© DM Stash. All Rights Reserved
35

Happenings [DM Notes]: The party finds James


Beyond the Golden Griffins, the cities hidden in back woods in the cave Agatha
of Tradver, Velandria and the villages in mentioned. When approached James
between them too bustle with life and heartily greets the party as he is turning
work for mercs. Be it a simple fetch quest a spit roasted meat of some kind. When
to retrieve something lost that you as enquiring why James is here, he admits
a DM can devise yourself, or one of the that he has escaped from his Nan, who
more intricate issues that weigh down on would send him out into the dangerous
the minds of some of Belfrie’s citizenry. woods every day and force him to skin
deer and wolves for pelts that she could
Happening A: Missing Grandson sell to the merchants walking through
Agatha Andriel, one of the sweet oldwives the town. He’s run out to the woods to
of Adobathian is concerned for her fake his death or disappearance. In a
fourteen-year-old orphan grandson moment of spontaneity he asks the party
James Andriel after he went missing while if he can join them to their destination,
hunting in the nearby woods. Agatha informing them of the location of his
is afraid that whatever is causing the Nan’s hidden gold stash (behind a loose
disappearances on the Tradver Highway plank in the outhouse) in exchange
may also have claimed her grandson. for the party telling Agatha that James
She points the party eastward to a small was killed by a bear, handing them his
forest, alerting the party that near the locket and covering it in the blood of his
forest’s edge is a small cave that James recent hunt for proof. The party decides
may have used for refuge if hiding from what is morally right. Rewards split from
something, suggesting the party start there. James will detest going back to his
there if they can’t find any trace of him in Nan and try fight the party in unarmed
the woods. combat if they take him but can be talked
down or intimidated from doing so
(DC12).

Reward = Agatha Path Reward:


Eternal thanks and gratitude

James Path Reward: 4d4x50 gp from


hidden stash

Crazy Geordie
© DM Stash. All Rights Reserved
36

Happening B: The Dullard Cockatrice


The Dancing Cockatrice in the Wyvern [DM Notes]: Derrick is truly an oaf and
District is renowned for its world-famous this should be made very apparent to
Velandrian Gold Ale and is throwing the party from the start. He is known
a celebration in five days’ time to as dullard amongst all workers in the
celebrate fifty years of Velandrian Gold. tavern as well who were mainly loyal to
The three-story tavern is famous for its his father, prompting them to joke that
live entertainment of both theatre and the name should change to The Dullard
music, as well as its original house brews. Cockatrice. Derrick is oblivious to all
Though stress has befallen the inherited this and takes much joy from running
owner, Derrick Drinkwater, the oaf son of the tavern. Edwyn however believes the
the original proprietor Darius Drinkwater. inheritance was a mix up or farce and
He does not believe he can pull together was never intended to go to Derrick. He
the event well enough and is getting believes it was sabotage orchestrated
no help from his father’s old business by the owner of a rival tavern but has no
partner Edwyn Stout, who originally proof of this. A fairly open ended quest,
cofounded the tavern. The party is the party can chose whether to inform
asked to help, but Edwyn approaches, Derrick of Edwyn’s plans or not. They
explaining his proposition that the tavern can also leave him ignorant, while still
will fall into ruin if Derrick continues stopping Edwyn from going forward in
to run it, for he is a Dullard (which is other creative ways and assisting Derrick
immediately obvious to the party on with organising the extravaganza.
meeting him for the first time). He asks
the party to trick Derrick into signing over Rewards
the deed as part of the entertainment
“paperwork” for the celebratory day. Derrick Path Reward: Honour of
being Masters of Ceremonies for
the anniversary day, 50% of profit
proceeds from the day (4d6x100 gp,
though this can be performance
based from how well the party
organised.)

Edwyn Path Reward: Not involved in


the ceremony at all, straight cut of
1500gp for the party. 50% discount
to all purchases in future from the
tavern.

Crazy Geordie
© DM Stash. All Rights Reserved
37

Happening C: Calls at Your Feet


When the party exits the Golden Griffins She promises a great reward to the party
building for the first time in Tradver’s for their aid.
Worker’s Quarter, they notice a well
nearby that seems to be calling to them Reward = Dagger of The Undying,
(DC12 Passive Perception). Deep below Jewel of The Farsighted [refer to
seems to be the calls of a siren, or some Appendix C: Magic Items].
other sort of enchantress, though none
of the party feel compelled to toss
themselves in after angelic singing. After
standing listening to the singing for a
few seconds, it stops and the voice of a
course elven female speaks in its place,
berating the party it took so long to reach
her singing, and asking them to travel
to Cedhelieth’s Temple in the Priest’s
Quarter and enter the catacombs so
they can help get her out. She claims her
name is Elanor, a sorceress that wronged
the wrong people and got thrown
into the catacombs as a result of her
carelessness and them being armed with
Liturium.

[DM Notes]: Despite the parties


scepticisms they may have, the source
of the calls is indeed a beautiful half-
elven sorceress named Elanor. She
is trapped within the depths of the
Tradver Catacombs, a dark dungeon
sealed beneath the Priest’s Quarter that
spans both isles of Tradver. The party
must traverse through a rather difficult
dungeon (avg. CR=6) filled with undead
humanoids and beasts alike. If players
question this they can make a history
check (DC15) to recall that Tradver was
constructed on the same isle which was
used as a fortress and lab by Oldavori/
Colossal Blood Sorcerers in the first era.
Elanora is found in the dungeon’s far
north (Tradver Catacombs – Crypts map)
after guiding the party to her location. On
discovery they find she is badly wounded
with broken legs and must be carried out.
Crazy Geordie
© DM Stash. All Rights Reserved
38

vii. Quest: The Renegade Prince


T he main quest should not be introduced until players are solidified within the
campaign. A good point is 2-5 side quests completed. The campaign still is
introduced from the start to set up the later events of the main quest and the rival
squad.

Act A: Assembly At Velandria your squad and theirs, until finally the
The first scene takes place in the war silence is broken.
room in Velandria with both squads
present. You should tailor the description At this point the silence is broken by what
of surrounding NPCs based on what the squads perceive to be (Perception
squad your players are, and their own DC 12) shouting and arguing coming
characters and history to each other. from the common area beyond the
assembly hall’s closed door. A man lets
[Read to the party]: For two months loose an tirade of elvish curses before
now an unsteady ceasefire has stood storming through the assembly room
like a knife balanced on its edge. door. It is an elf or half elf with heavy
Within the Golden Griffins your squad burn marks and scars on his face’s right
(SQUAD NAME) has ceased its special side. This is Ash of Goltia, a renowned
operations within the borders of Formen veteran who singlehandedly tamed a
and their Leacianan enemies and been near-extinct Northern Moon Griffin to be
recalled to Headquarters in Velandria used as his mount, and with only himself
for redeployment. You have all been and this griffin wiped out the elite royal
fighting together for some time in convoy of Valius Hanar, the Arch Marshall
your small contingent, seeing lives of of Leacianus, allegedly killing him. (DC 13
your comrades snuffed out before you, History check if players want to know his
though often extinguishing the flames of identity).
the ancient elves that killed them soon
after. Its finally your first day returned He quickly turns to each party, speaks
from assignment, taking just under a no more and marches to the lectern
month itself to walk back from the front at room’s front. From the lectern he
line. Your first order was to be briefed grabs an item wrapped in cloth, (DC
in the large, spacious timber-floored 14 Perception Check) which to those
assembly hall that is occupied only by with sharp eyes can be seen as a bladed
yourselves and another small squad that polearm of sorts. Without word he leaves,
you recognise to be (OPPOSITE SQUAD: though more shouting begins in the
FANG SQUADRON/TALON COMPANY). You room beyond, that can more clearly be
had a few brush ins with them in border heard to be regarding withheld pay for
operations but never anything joint. They deployment due to the ceasefire. You
seem to be as tired and irritable as your hear a loud crash and a few footsteps
own squad, claiming their own corner rushing down the hallway outside. One
of the near-empty room. No words are of the party members of the opposing
muttered, nor looks exchanged between
Crazy Geordie squads looks to stand up, but is pulled
© DM Stash. All Rights Reserved
39

Crazy Geordie
© DM Stash. All Rights Reserved
40

down by his leader. frozen their payments to the Golden


Griffins until conflict restarts. It was this
Shortly after the commotion dies down, news that upset Ash so fiercely. Gaius
a bookish looking middle-aged man reassures both groups however, not all is
enters the room. The party should bad.
recognise him to be Gaius Arthur, the
Administrative Manager of the Velandrian “Contracts have piled up in wake of the war,
Chapter and the one who processed and with most of our forces stuck in Formen and
signed off on most of their contracts, Leacianus. A large number of other units
taking them through the paperwork at have come and sucked up the good ones in
the time. (Passive Perception DC12) the last couple of days, but a few beyond
He may be noticed to be walking with a the means of the run-of-the-mill grunts
limp as he enters, and he apologises to have been saved for both your squads
the party. “Kept you waiting, huh? My to keep you busy until hopefully the war
apologies. Unfortunately Ash of Goltia wagon begins rolling once more.”
was not keen on the news I had given
him earlier, insisting I to do something At this point Gaius hands each party
far beyond my power. I hope you all take three contracts, (the DM can hand the
the news I gave him a bit better.” three physical contracts from their own
collection at this point).
Gaius goes on to explain that the weekly
wage each enlisted man was getting Champion Pride looks at the contracts
of 50GP has now frozen due to the for a while, calling out “this is bullshit, I
ceasefire, as Formen and Belfrie have agree with Ash. You have us running some
fucking sloppy errand boy shit while we wait
on our hands and knees for gold-swimming
ink drinkers like yourself to decide the war is
back on and start paying us again.”

Gaius is taken aback, before Silus


interjects “With all due respect, champion,
right now we have no choice but to be
errand boys. Maybe this is best for the
lifespan of your men. They might actually
see out the end of their contracts for once,
rather than seeing the bottom of a mass
grave.”

After this comment, Pride and Fang


Squadron anger and begin to draw their
weapons to Silus and Talon Company,
before a loud booming voice darkens
the sun bleeding through the curtains
and shakes the room. Gaius casts
Thaumaturgy, casting down the quarrels
of the two squads and sitting them back
Crazy Geordie
down.
© DM Stash. All Rights Reserved
41

“I am not just an ink drinker. And I do ask


that you all show respect to your comrades
while in Headquarters. The last thing any
of us want is blood spilled in our own halls.
Wisely why I’ve made sure these contracts
see that you are not within a hundred
leagues of each other.”

The contracts of the other party are


based around the capital of Jochenia
and the towns scattered along the
Draksborne border. They likely won’t be
encountered again until the next stage of
the quest.

From here the party is in free-roam


sandbox, able to engage the contracts
they are given, explore the Golden
Griffins Headquarters further for more
jobs, or explore the city of Velandria for
jobs and events as well. Though Gaius
does encourage them to at least look into
the stolen Wyvern Poison as it is claimed
to be quite urgent. If they bump into
the opposing squad, they will exchange
threatening words with the party about
what might happen if they meet outside
of Velandria.

[DM Notes]: This section acts as a free


roam mode for the party. Use the side
quests in the previous sections from
Contracts, Jobs and Happenings to spend
as much time in this section as you want.
Moving to the next section after 2-3 are
completed is recommended as you don’t
want to burn out your party on side
quests that don’t progress the plot. Feel
free to introduce or come back to any of
these later in the story as a way to break
up the pacing and slow things down
when necessary.

Crazy Geordie
© DM Stash. All Rights Reserved
42

Act B: Sacking of Velandria’s The party should have a sense of urgency


from this point out, the squad leader
Chapter
(if still alive) should urge the party to
The next phase of the quest relies on set out by the next day at latest. On the
the party being in Tradver to start. It first day of the journey south, the party
shouldn’t begin until at least they have should spot a giant bird-like creature
completed two quests within Tradver, but flying overhead. If trying to identify
that is to your own discretion. it, a successful nature check (DC14)
identifies it as a Northern Moon Griffin,
While they are in Tradver, staying at the which is strange as they are mostly
half-rebuilt chapter there, the clerk gives found in the far north of Tharador.
them the recall notice from Velandria. Encounters in this journey are optional,
In one of the times they re-enter the but for urgency’s sake the party should
chapter, they are handed a letter by the be encouraged to avoid encounters or
clerk. It is read aloud by their squad combat where they can on the journey
leader. south.

[Read to party]: Dear (Talon Company/


Fang Squadron), [DM Notes]: This section should mark
the midway point of the game. You
Your efforts in fulfilling the freelance work should ensure there are still some
given to you have been most prosperous uncompleted Jobs or Happenings at this
for us in these times of strifeful peace. point. If there are none the best solution
However it is time that we must recall you to for the game’s pace is to have it focus
Velandria, for our Headquarters have been solely on the main story now.
assaulted in your absence. We rely only on
your skills to locate the perpetrator, though
we risk too much being uncovered via letter. On arrival in Velandria things seem
Please return to Velandria with haste and as normal until the party arrives at
seek me out. the Golden Griffins. A huge hole (20ft
diameter) has been torn in the earth 30ft
Yours Truly, from its entrance. On peering down the
Gaius Arthur party can make a perception check to
piece together what exactly caused the
hole or what leads down there. A high
perception roll (DC 16) determines
that the hole was actually made from
underground, pushing upward and
outward based off the “exit wound”
of the hole and the sprays of debris
and rubble above. The hole has been
cordoned off with wooden barriers, and
below bits of road can be seen scattered
on a stone floor.

As the party is standing outside, the rival


squad (Talon Company/Fang Squadron)
Crazy Geordie
© DM Stash. All Rights Reserved
43

bumps past them, their leader knocking


shoulders with the party’s squad leader.
The rival squad leader looks to the player
squad and taunts them.

[Read to party]: (Pride/Silus), the leader of


the rival squad you first met in the assembly
room on your return to Velandria locks eyes
with each of you. He looks to the hole for
a moment and back. Grinning, he remarks
to the party “Can’t say I’d want to fight
whatever caused that. But I’d put gold on
that’s why we’re both here now, hey?”

Crazy Geordie
© DM Stash. All Rights Reserved
44

Turning away, the rival squad heads The squad leader may grow offended
inside to the building. Inside you can hear that the rival squad was called before
the clambering of tools and shouting of the party squad. Regardless the petty
construction workers, masons walk about squabble is settled and Gaius informs
with tools lugged over their shoulders the party that the enormous hole outside
and the energy seems electric to how it was caused by Ash of Goltia. It seems as
was on the party’s first visit. though the ceasefire took its toll on his
sanity, or severely on his gold stores.
Gaius is found in his office on the top
floor, buried beneath a mountain of
paperwork. He acknowledges and thanks
[Gaius spoken to party]: “Only a day
the party for coming.
prior to when you would have received
my letter, Ash of Golita returned to our
[Read to party]: Gaius beckons for you chapter, flying in like a raging storm,
all to take a seat, though every chair in his moving straight to the vault without word
office is currently buried in tomes upon or reason. None tried to stop him for it
tomes of paperwork. (space for party to was as if his mind were taken by beast,
decide how they want to proceed with and soon after we saw he was. His right
seating arrangements, if no decision is arm was giant and grotesque, scales and
made he will continue anyway). He begins spikes covered it, his plate and scale armour
talking, before any further pleasantries was shattered like glass right off him. Two
can be exchanged, “I thank the Tharameni tonnes, that is how much the steel door
that you came. I’ve heard naught of (rival leading to the vault weighs. Ash ripped it off
squad), and they were called several days like it was paperbark. He pushed past, then
before you.” turned and sealed the broken door back
where it was ripped from, shutting us out.
Before we could even half-pry off the damn
thing, Ash had punched through the floor
in the middle of the square in the streets
outside, launched himself out and was
carried off by that Griffin of his, heading
north.”

Crazy Geordie
© DM Stash. All Rights Reserved
45

Gaius explains that the entire vault was Party’s promised reward is a flat
stolen, down to the last artifact and 10,000GP for return of all the gold, plus a
gold coin. An Arcana check (DC 13) magical relic (using Magic Item tables F
to determine this would comprehend to I in Dungeon Master’s Guild).
that Ash must have had several Bags of
Holding (Dungeon Master’s Guide, pg.
153) or something similar to lug away
the vast wealth contained inside. Gaius
is unsure of what Ash’s intention is with
the gold, but is afraid that his flight north
may spell an early end to the ceasefire
before either side has really had any
chance to recover.

Gaius knows that there are two places


Ash could possibly have gone in the north
to lay low.

1. Tradver City, laying low with the


Rossa Cartel who are sworn enemies
of The Golden Griffins and would
easily welcome the traitor into their
midst to lay low, especially if he has
the coin to accompany it.

2. Reinol Peaks, knowing that him


flying into Formen right now leads
a great risk of him being knocked
out of the sky by a Leacianan Spell
Sniper. He would stow his Griffin on
the mountain peaks and make the trek
through Formen on foot to wherever
his destination would take him.

Wherever the main party decides to


look, the other party is assigned to the
opposite place.

Ash is located within Tradver regardless


of where the party looks, but this will
have a small influence even if the party
picked Reinol Peaks to look. In the
process of hurrying things along, Gaius
offers to send the party to Tradver’s
teleportation circle from Velandria. He
says that he is doing the same for the
rival squad as well.
Crazy Geordie
© DM Stash. All Rights Reserved
46

Act C: The Search for Ash


of Goltia
If the party opted to both go to
Reinol Peaks, and turned down the
teleportation circle, you can either
reel them back with talk on the
road or at an inn that people saw a
Griffin flying around Tradver city. If
the party for some reason still wants
to go to Reinol Peaks even after
this, do your best to dissuade them
but do not stop them. If things are
desperate and the squad leader NPC
is still alive, have him stamp his foot
down and give it as an executive
order.

Once arrived in Tradver, the party


will need to begin asking around
about Ash’s whereabouts or the
Griffin. If the party decided to take
the road, they are already aware of
the rumours of the Griffin circling
Tradver, however the rival party
has arrived in Tradver many days
before them and already secured
strong leads, allegedly. But they
refuse to share it with the player
party.

If the party opted to travel to


Tradver via the Teleportation circle
instead, they are immediately
greeted to the site of Thyralmir
flying high above the city, though
no sight of Ash upon him. This will
have the party be suggested to
remain in Tradver, for the Griffin
appears to swoop down beyond the
wall near Beggar’s Landing, out of
sight from the party.

If the party chooses to ask around


town, they will hear various
conflicting or unhelpful rumours,
reminiscent of the contract on the
Crazy Geordie
Tradver Highway.
© DM Stash. All Rights Reserved
47

Table B: Rumours about the Griffin Asking the wrong people about The
Griffin may result in a hostile encounter,
d100 Rumour as the Rossa Cartel will want to know
what the party has learnt. Though they
00-09 It’s an ill omen, a sign that the war claim they aren’t holding the Griffin
is going to be upon us again. But
this time Formen will fall and we’ll themselves, they are insistent on wanting
be fighting in our front yard. to learn what the party knows about it
10-29 It’s been seen with an Elven rider. so far. A successful intimidation check
This particular citizen is convinced (DC 14) will send the thugs packing,
it’s a Leacianan spy come to feed however if that fails the party can also
information back for a surprise
invasion of Tradver. attempt to deceive (DC 12) the thugs and
claim ignorance or just outright tell them
30-49 It’s the latest pet of Skilet, and he
has been taking it for a spin every what they know. If the thugs are told this
couple of days or so. Probably puts them on high alert, and if they’re
to stretch its wings after being told the fact about the Griffin being in
cramped in his casino.
the catacomb, dozens of Rossa Cartel
50-69 The Griffin is a watcher of
members are thrown into the catacombs
Namneri, eyes of the lord of the to find the Griffin and its rider. This can
dead sent to watch over the lost, bring serious complications to the quest
uncaptured spirits in Tradver. later.

70-89 It’s hunting for food. It’s often Once the party has eventually found the
seen up river and never ventures grotto the Griffin enters and exits from,
over the city itself.
they can chose to have this be the entry
point to find Ash and Thyralmir, or enter
from Cedhelieth’s Temple again if they
90-99 Apparently it gives the folk in
Beggar’s Landing a huge scare as completed Happening C: Calls at Your
it comes crashing in during the Feet. The location of Ash and Thyralmir is
middle of the night. Maybe ask about half-way between the grotto and
around there.
Cedhelieth’s Temple. If the Rossa Cartel
was informed that the Griffin was likely
in the Catacomb this section is incredibly
difficult, with the catacombs filled with
Some of the rumours do hold true, cartel members (9x thugs, 1x bandit
for the Griffin is trying to spread its captain – Monster Manual pg. 350, 344),
wings every day as it is living within the and Ash hiding the room he is in with a
catacombs. Its only access for its size to Hallucinatory Terrain Scroll.
this part of the catacombs is a hidden Additionally the party will encounter the
grotto on the northern side of Beggar’s rival squad in the catacombs as well,
Landing. Party can discover this either regardless of the Rossa Cartel presence.
with a high investigation roll (DC17), Use the Crypts map from prior, or an
knowing that it takes flight from Beggar’s original map if necessary and party
Landing every day, or sitting and waiting enters from another area.
until they see the Griffin take off from
Beggar’s Landing (Perception DC 15) The rival squad halts the player party
and land again (Perception DC 10). on seeing them in a long hallway, their
Crazy Geordie
leader points their sword toward the
© DM Stash. All Rights Reserved
48

party and speaks. After this encounter the party finds


a Griffin feather near a drain at the
[Note]: If the cartel is in the area they are hallway end (Passive Perception DC 13).
also battered and bruised from battles Heading down the drain and through
with them (between 50-75% hp each). a very long, narrow tunnel the party
finds themselves in a hidden cathedral
beneath the catacombs, open and tall
[Pride as Rival Leader]: “Talon Company.
(60ft ceiling) though unsure to who it
I told you what would happen if we met you
exactly is dedicated to. A good religion
out of Velandria. And here we are. I must
check (DC 14) can determine it is not to
say, it’s both frustrating and invigorating to
any of the seven worshipped Tharameni,
see you all here, so far from the eyes of the
it is either to the god of unbridled
ink drinkers in HQ. I’m not sure what Gaius
magical chaos, Brinilmin, or his brother
was thinking sending both of us after one
Markamin, the satyr-faced god of chance
contract. But I’m sure he must’ve known
and randomness. A high religion check
only one of us was going to return with the
(DC 20) recognises that it is a shrine to
reward.”
Horauthin, the god of war and father to
Colossals. It is a Colossal shrine that must
After Pride’s speech, he instigates be over a millennia old.
combat with the party. The whole party is
engaged against Fang Squadron and its The party encounters a large griffin
members. nestled in the room’s centre atop a pile of
rubble. Lazily it lifts its head as the party
enters, and speaks to them. It informs
[Silus as Rival Leader]: “Pride. You rabid
them that they’re incredibly unlikely to
dog. I told you what would happen if we
best his master, though he won’t halt
met you out of Velandria. And here we are.
them from trying. He does warn them
Finally a chance to put you down.” The
though that if they do try, he has no
Sergeant turns to your party and asks of
choice but to come to his master’s aid for
you “Truly you hold no allegiance to this
the blood debt owed.
man who so often has thrown away the
lives of his subordinates, and would do the
same to you even now if it meant a higher
share of the gold for him? Forsake him,
strike him down and join Talon Company,
so that together we may all have a better
chance against Ash and his Griffin.”

The party can decide on how to proceed


after Silus’ offer. If they refuse Silus’
offer, then Talon Company engages
them. If they accept Silus’ offer, then
Pride goes into a rage and begins
attacking his own squad, engaging
combat.

Crazy Geordie
© DM Stash. All Rights Reserved
49

Full Size Map Available in DM Stash Pack 1 (Apr ’21) Tradver Catacombs deepest tunnels leads here, to an ancient Colossal
tomb from the First Era.

[DM Notes]: Thyralmir’s breed of


Griffin is distantly related to a portion
of crossbreeding with Dragons, as such
Thyralmir and all his kin can speak
Draconic, Common and Elvish.

If the party decides to attack Thyralmir


at this point, he will loudly scream at
combat initiation, causing Ash to burst
through the eastern door, into the room
and join combat.

Ash is in the room to the east, a large


hallway lined with large tombs of ancient
make. If a high religion check was rolled
before the party can conclude these are
Colossal tombs, otherwise a good history
check now (DC 15) can determine that
they’re ancient Colossal tombs from the
First
Crazy Era.
Geordie
© DM Stash. All Rights Reserved
50

[Read to party]: At the room’s edge you


see an altar, the skeleton of a Colossal
splayed upon it. Kneeling nearby in a
trance is the dark-haired elf you saw on
your first visit to Velandria. Ash of Goltia.
His right arm is rent with scars, scales
and spikes protruding as though a devil
most foul has taken hold of him. Slightly,
his face twitches as the sounds of your
footsteps fill the silent air. He looks up
and recognises you all, speaking in a
soft and gentle tone, “I didn’t think The
Griffins would find me quite so quickly.
Well, here I am. But I ask that you leave,
for if you do engage me in combat I
am afraid that I will not be able to stop
myself from killing you if you’re unable
to best me.” He looks to his corrupted
arm, holding it out to the party, “I’m
sure you saw the vault door in Velandria,
and the basement roof, or plaza floor.
This is the cause of it. All of it.” He says
melancholily. “There is a demon inside
me, slowly but surely eating me alive.
And if you tempt it with battle, it will
overtake and overpower me. There will
be nothing I can do to save you. Though
I cannot hand you this gold either. It
serves a greater purpose than any of
you could know, greater than the Golden
Griffins, and this war with Leacianus.”

Crazy Geordie
© DM Stash. All Rights Reserved
51

Ash’s entire plan resides on funding He may also drop objects on enemies
a Baldurian insurrection to overthrow such as bits of rubble during his turn.
its monarchy, instilling a democratic
government and using that government If the whole party wipes, Ash mercilessly
to acknowledge its still technically tears into them as the demon overtakes
legal alliance with Goltia, and order him, tearing the party limb from limb and
a Reconquista of Greater Abune, to ultimately killing them all.
reinstate Goltia as a major human/
elven kingdom and drive the Edradorian If the party is successful in slaying Ash
invaders from their lands. He mentions and Thyralmir, in his dying breath Abyssal
that the Elemi of Abune are currently pre- words pour forth from his mouth, cursing
disposed with their own campaign and the party with pain and suffering until
now is the time to strike. He believes if their dying days.
left unattended, the Elemi will turn their
focus to all of Tharador for conquest, On Ash’s person he holds nothing of
regardless of success or failure in their note, though the party may find two bags
own Reconquista across the Tharadori of holding stored beneath the ancient
Ocean. Ash is the crown prince of Goltia Colossal corpse on the altar. In these
who has been saving his coronary title for bags is a total sum of near a million gold,
the day of its reclamation. plus dozens of magical items (Magic
Item Tables F-I from Dungeon Master’s
Fighting Ash is completely optional, he Guide).
comes off as very reasonable and even
offers the party five thousand gold from The party may declaw (125gp/claw),
the stock pile to simply go their way and defang (120gp/fang) or defeather
lie about Ash’s whereabouts. If they take (80gp/feather) Thyralmir as well with
him up on the offer, the party simply a successful survival check (DC 17),
returns to Velandria and must complete For every point rolled above the DC,
a deception roll (DC 15) to lie about an additional item may be gathered.
Ash’s whereabouts or status. On a failed Due to the incredible rarity of Northern
roll the party is caught out in their lie, Moon Griffins, all of these items fetch an
expelled from the Golden Griffins or incredibly high value.
executed if they reveal they met with Ash
and let him go, or killed the rival squad. From here the party may travel back to
Otherwise if the party rejects his offer Velandria with the bags of holding, and
and engages in combat, a fight ensues are rewarded as per originally agreed.
between himself, Thyralmir and the party. This is the end of the main quest of
the campaign, though players can
The fight is long and gruelling, Ash and continue to complete any unfinished or
Thyralmir are very difficult contenders undiscovered side quests, provided they
who deal huge amounts of damage per were not time sensitive. (I.e Happening
turn. It is likely some party members may C – Calls at your Feet was time sensitive,
die in this fight. The fight may erupt and suggest that if the party heard Elanor but
move into separate rooms from where did not save her, they find her corpse in
it began. The Cathedral has a 60ft tall the catacombs when looking for Ash).
ceiling so Thyralmir is able to somewhat
fly and manoeuvre around thanks to this.
Crazy Geordie
© DM Stash. All Rights Reserved
52

[Ending A - Ash is Alive and You [Ending C - Ash is killed]: So, you
Lied Successfully to Gaius]: So, you are at the end of your quest. The
are at the end of your quest. The Renegade Prince was found and slain
Renegade Prince was found and, along with his near-extinct griffin
against your better judgement you companion. You can’t help but feel
let him walk free, or perhaps he let something ancient and beautiful may
you walk free. Though the Golden have been lost, and that maybe the
Griffins headquarters now lie without world will have changed for the better
a coin to back them, severely harming if Ash had survived. But now you can
the mercenary corp and the Belfrie/ never know, though what you do
Formen coalition. Perhaps it will be know is that your party will be forever
worth it, and Ash will one day re- wealthier and more respected in the
surface with a great plan of unification Golden Griffins than prior. Each of you
for the kingdoms of men as he received promotions to Champion
spoke. You have a feeling that the ranks of differing variants. The Griffins
consequences of your actions will be have their main deposited savings
made evident soon, and next Ash is returned and will be ready and waiting
spotted, his bounty will be higher than to re-join the fray when the ceasefire
an assassin of kings. finally reaches its end in Leacianus.

[Ending B - Ash is Alive and You [Ending D - Ash kills the party]:
Failed to Deceive to Gaius]: So, you So, you are at the end of your quest.
are at the end of your quest. The The Renegade Prince was found and
Renegade Prince was found and, your party bade to stand against him.
against your better judgement you let Unfortunately you were unmatched
him walk free, or perhaps he let you for a warrior such as Ash, driven by
walk free. Whichever it was is now of a demon from within him. Not to
no consequence for your employer mention the power of Thyralmir as
has seen through your deceit and now well, it is a wonder you lasted as long
the punishment you have earned is to as you did. As you lie drawing your
be dealt upon you. The Golden Griffins last breaths you wonder if perhaps
are in financial ruin, and so too is their taking his offer may have been the
contribution to the war effort. Perhaps best way forward. Now no one shall
you are deserving of this punishment, find the gold, the Golden Griffins will
as you come to realise that you have no funds to keep their army by
may have turned the tide of the war the ceasefire’s end and will face mass
against Belfrie and Formen. You can desertion from unpaid soldiers.
only take solace hoping that what Ash
spoke was true, and a higher cause
than the Liturium War will be fulfilled
by Ash. Though unless the afterlife is The End.
as omnipresent as you’ve been told,
you will never know.
Crazy Geordie
© DM Stash. All Rights Reserved
53

Crazy Geordie
© DM Stash. All Rights Reserved
54

Appendix A: Monsters & Enemies

Crazy Geordie
© DM Stash. All Rights Reserved
THYRALMIR THE GILDED
TALON
Large Monstrosity, Lawful Neutral

Armor Class: 14 (natural armor)


Hit Points: 80 (5d10+30)
Speed: 30 ft., fly 90 ft.

STR DEX CON INT WIS CHA


20 (+5) 14 (+2) 18 (+4) 12 (+1) 12 (+1) 10 (+0)

Proficiency Bonus +3
Skills Perception +4, Athletics +8
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Elvish, Draconic, Celestial
Challenge 6 (2,300 XP)

Keen Sight. Advantage on Wisdom (Perception) checks


that rely on sight.

ACTIONS
Multiattack. Thyralmir makes two attacks: one bite and
one with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one


target. Hit: 9 (2d4 + 5) piercing damage.

T
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
hyralmir is one of the last of his kind: A
target. Hit: 11 (2d6 + 5) slashing damage.
Northern Moon Griffin. Shocked are most
Swoop (Recharge 5-6). Thyralmir can use an action to who see him (though often he will be the last
swoop in a 30 ft. long, 10 ft. wide straight line. Each thing they see) as his appearance greatly
creature in that line must make a DC 13 Dexterity saving deviates from the common depiction of the
throw, taking 11 (2d6 + 5) slashing damage on a failed Griffin, with a head more like a falcon or eagle
save, or half as much damage on a successful one. If than the drake-like appearance of Thyralmir
they fail by 5 or more, they are knocked prone. and his kin.
Raining Rubble (Recharge 5-6). As an action, Thyralmir
This is for the common Griffin of the current
can pick up and throw rubble up to a range of 20 feet.
All creatures within a 10 ft. radius must make a DC 13 time in Tharador is seen to be the Southern
Dexterity saving throw or take 8 (2d8) bludgeoning Sun Griffin, which resides mostly around the
damage, or half as much on a success. coast of The Grey Sea. The Moon Griffin’s
however are mostly found near the northern
coast of the Katarn Sea, in the bounds of
Mayreth and Alimroth with rumours that
some migrate even into the northern wastes
of Oldavor. It is said Ash of Goltia tamed
Thyralmir with his bare hands in a bout of
strength in one of his deployments in the
north, returning from his contract between the
wings of the vicious beast. Thryalmir’s loyalty
is thus placed within Ash entirely, and when
Ash were to die or depart the Golden Griffins,
Crazy Geordie Thyralmir would leave with him.
© DM Stash. All Rights Reserved
the harsh savannah of Sudd Tohst. Ash and his family
were welcomed with open arms, though less could be said
ASH OF GOLTIA of his human half-brethren. Though the city-state held an
Medium Fiend (Demon), Chaotic Neutral alliance with Goltia, its gilded streets now were crowded
with makeshift ghettos of the humans that had fled there.
The ruling elven merchant class had brought as many into
Armor Class: 17 their palace’s guest quarters as they could, but it was only
a candle to the swathes of refugees that littered the city.
Hit Points: 100 (5d10+50)
Speed: 30 ft., fly 80 ft. Ash’ father had assured the elves that their stay was only
temporary however, as they aimed to reclaim the land
from the invaders across the Tharadori Sea. Though
STR DEX CON INT WIS CHA Hinatal held much wealth, it could not raise a sword to
the might of the Elemi war machine. Instead their wealth
20 (+5) 16 (+3) 18 (+4) 10 (+0) 14 (+2) 10 (+0) went toward funding the Baldurian army to come to
their aid. Ten thousand troops marched through the vast
plains of Sudd Tohst and ten thousand more wrapped
Proficiency Bonus +3 around Tharador’s southern coast with aim to stage a
Saving Throws Str +9, Con +7 pincer assault against the Elemi forces. Ash and his father
Skills Perception +6, Athletics +9, Acrobatics +7, marched with Baldur’s land forces to retake their capital
city of Golt, though the invaders had already constructed
Insight +6
magnificent fortresses and defences in the few years
Damage Resistances Slashing that the Goltian’s had been planning their retaliation.
Condition Immunities Charmed The fleets that aimed to take the Elemi by surprise were
Senses Darkvision 60 ft., Passive Perception 16 sunk entirely by rogue waves said to be conjured up by
Languages Common, Elvish, Celestial fortresses perched upon the shoreline. Thousands of men
perished, and those that survived were taken by the Elemi
Challenge 5 (1,800 XP)
as slaves.

Ash and his father were similarly defeated as the


Indomitable Fiend (1/Day). Ash can choose to reroll a approached what was the Goltian border. A great
failed saving throw. citadel had been so quickly erected upon the plains. As
the soldiers begun erecting siege weapons on the edge
Devil May Die (1/Day). When reduced to 1 hit point or of a cliff, a great storm was conjured suddenly above
less, Ash immediately regains 30 hit points. them. Winds beat against them like dragon’s wings and
before long the entire cliff face collapsed in a landslide,
Demonic Strength. Ash has advantage on Athletics destroying the siege equipment and supply wagons. In
checks. Additionally, Ash can make the grapple action the confusion the Elemi sallied out from their citadel upon
with a bonus action on his turn. While Ash has a creature giant reptilian beasts and laid waste to the confused and
grappled, he can use his action to throw the enemy up panicked army. Ash’ father lost his own life in the fray
to 30 ft. away, dealing 11 (2d6 + 5) force damage, and and the half-elf was forced to retreat with his own men,
they are knocked prone when they land. If the target holding blame to the Baldurians for having no counter-
collides with an object or a creature, they both take an magic ready to prevent the storm nor sending forth their
additional 1d6 force damage. own cavalry to halt the Elemi charge.

ACTIONS Ash returned to Hinatal with his men, ashamed of his


defeat. Two years of wallowing in self-pity and hatred in
Hinatal saw Ash turn more bitter than ever, until without
Multiattack. Ash makes three attacks: two with his warning a great pestilence gripped the land. The riverbed
dagger and one with his demonic arm. that flowed through turned dry, crops perished before
their harvest and famine began to grip the city. In only
Demonic Arm. Melee Weapon Attack: +8 to hit, reach 5 ft., months the desert begun to swallow the city, sand dunes
one target. Hit: 9 (1d8 + 5) bludgeoning damage. passing over the walls and blanketing the markets,
buildings and even palace in sand. With no other choice,
Hinatali Dagger. Melee Weapon Attack: +8 to hit, reach 5 all the residents of the city were forced underground into
ft., one target. Hit: 9 (2d4 + 5) slashing damage. the caverns that dwelt far beneath the palace. There the
uneasy alliance of the humans and elves was solidified,
with unity birthing as a worshipped tenet by both parties.

A renegade princeling of a forgotten kingdom. The half-elf There they built a home together, the humans acting as
Ash was forced to forgo his rights to rule upon Goltia’s the working class of the elven merchants, who would
defeat to the invading Elemi nigh 450 years prior. The once supply them with food, water from the springs below
proud and prosperous melting pot kingdom of the east and housing. Over several generations the caverns were
was reduced to little more than slaves and refugees, fleeing carved into their own city and Hinatal lost contact with
westward to their allies within the city states of Sudd Tohst the outside world, leaving only a legacy of rumours: of its
and the Kingdom of Baldur. It was then that Ash, his father disappearance and if it truly ever existed at all.
and mother fled with most Goltian nobles to his mother’s clan
in the Sun Elven City-State of Hinatal, known to be a jewel in So the rumour passed from camp fires and inns alike that
Crazy Geordie any which found the city in search of treasures would
© DM Stash. All Rights Reserved
never return from it. Ash however in all this time did not snapped and a civil war broke lose between men and elves.
forget which was robbed from him. He was looked up to as Hearing of this Ash could only fast track his efforts. Cut off
the ruler of the Men, and mediator between both men and from his income supply, joining the Golden Griffins was his only
elves for his heritage, though forever in his heart did a bitter option, and hate had grown within him like a cancer. He was a
hatred grow. Its true corrupted extent was first seen only one man squad, a single operator who could take on contracts
years after the city was awash in sand. For pilferers came reserved for whole companies by himself. Thus in only months he
in hordes, and Ash of Goltia was their greeter to Hinatal. arose to the second highest rank within the company after single
Without recourse or repent did he slay each scavenger like a handily wiping out the noble hierarch guard of the Leacianans
dog, and he defended the pride of his maternal family. The and killing Valius Hanar, their military commander single-
more Ash slew, the more grotesque and decayed did the arm handedly. Now he has gone completely rogue since collecting
he felled his enemies with grow. the reward, sacking the treasury of the Velandrian chapter and
fleeing atop Thyralmir, his self-tamed Moon Griffin.
Hush whispers would bounce through the caverns that a
demon lived within Ash, and was the philtre of his lust for
revenge. The rumour was closer to the truth than many
would think, for Ash had accepted a gift from a Baldurian
ambassador shortly after their defeat: A staff that could
harness unimaginable power at great cost. Ash had held this
staff within his bedchamber in the palace, though never used
it. Unbeknown to him, at all times was the staff within use,
for it constantly was honed to him. Slowly did the cauldron
of hatred boil within him. Several decades after Hinatal was
lost to the sands of time and Sudd Tohst did he exact his first
revenge. A scouting party of Elemi that had stumbled upon
Hinatal’s ruins. On sight of them Ash no longer was himself.
Through his armour his arm burst, shattering chainmail and
plate alike, as his sword arm drew him along like a hound on
a leash, and like dogs did he cut down the invaders that had
stolen his homeland from him. And such did this occur each
time trespassers would venture to Hinatal, until ill rumours
reached even the furthest peaks of Tharador of the cursed
city.

Though these rumours only drew more bandits and


adventurers seeking fortune within the city, and each time
would he single-handedly defeat them, with even the most
powerful sorcerers amongst them. For the wretched arm
itself fed off magic and possessed incomparable strength.
Below only very few knew of Ash’s secret, for times when
hatred and anger did not consume him his arm regained its
fairer form. After four hundred and forty seven years of exile
was Ash thought to be freed from this curse, for champions
of Erdrydion made pilgrimage to the city of Hinatal for it
seemed devoid from the divine’s sight. There they found the
staff as cause, managing to stave off Ash’s relentless attacks
with enough time to destroy it. Finally did he seem free of
the curse, and so too was the curse of the desert lifted as
the river began to flow once more and the soil grew fertile
crops as it once had centuries before. Hinatal once more
re-joined the world after its hiatus from history. Though the
world had changed much since its departure: the Elemi had
formed a great tribune of kingdoms known as Greater Abune
in place of his homeland. Abunos, Abunae and Abunor they
were called, each providing a home to the Elemi birthed from
Air, Earth and Water respectively. Feeling disgusted and as
though the Elemi may set their sites on Hinatal to finish off his
line, he sought for aid from Baldur. Though the king refused
to acknowledge an alliance so ancient and frail. Thus anger
boiled in Ash once more.

Thus he began funneling gold to separatist anti-monarch


organisations within Baldur, aiming to install his own puppet
through democratic rule that would acknowledge the Goltian
alliance and pit a Reconquista against the Elemi to reclaim
Goltia. For the last two years Ash has been devising these
plans, though Hinatal had fallen into disarray with the leader
of the humans departed and the outside world creeping in.
The Geordie
Crazy pillars of unity began to crumble, racial tensions finally
© DM Stash. All Rights Reserved
58

Appendix B: Fang Squadron NPCs


This section is for the purpose of NPCs of the Golden Griffins.
If your players want to play as any of the party member NPCs
themselves (other than Silus and Pride) this is fine. They can
either create their own character sheets for those characters, or
create completely new characters and use that model. Basing
off the below statblocks is a way to get a quick start on stats,
proficiencies and abilities.

Crazy Geordie
© DM Stash. All Rights Reserved
CHAMPION OF THE CLAW -
PRIDE
Medium Humanoid (Human), Lawful Evil

Armor Class: 18 (plate armor)


Hit Points: 65 (5d10+15)
Speed: 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 15 (+2) 16 (+3) 10 (+0) 14 (+2) 12 (+1)

Proficiency Bonus +3
Saving Throws Str +7, Con +6
Skills Athletics +7, Intimidation +4, Perception +5
Senses Passive Perception 15
Languages Common, Elvish
Challenge 5 (1,800 XP)

Gilded Lion. Pride’s expertise and hardiness means he


minimises the strikes from mundane weapons. Pride has
resistance to non magical bludgeoning, piercing, and
slashing damage while he is wearing his plate armor.

ACTIONS
Multiattack. Pride makes two attacks with his
greatsword or his handcannon.

Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,


one target. Hit: 10 (2d6 + 4) slashing damage.

Handcannon (Reload 4). Ranged Weapon Attack: +5 to


hit, range 30/90 ft., one target. Hit: 9 (1d10 + 2) piercing
damage.

Drill Sergeant (Recharge 5-6). Pride screams at the top


of his lungs to whip his allies into shape. As a bonus
action, all allies in a 60 ft. radius that can see and hear
Pride gain a single 1d6 that they can use on an attack
roll, ability check, or saving throw. This benefit lasts until
the end of their next turn.

C hampion Pride. Truly he lives up to his name as the pride of


The Golden Griffins. Many in awe at his prowess in combat
and ruthless tenacity in slaying his foes. It’s said that he casts
his men to death like stones to the sea, and once they have
perished he jumps in after them, cutting away at the waves of
enemies that would claim his men. Thus Pride’s reputation strikes
fear into the hearts of any who are assigned to Fang Squadron
beneath him. Though greater is the fear that grows in the hearts
of his enemies who watch on as his manic smile widens across
his face at the sight of his men being torn apart in a bloodbath.
Crazy Geordie
© DM Stash. All Rights Reserved
RYBECK - FANG SQUADRON
FOOTSOLDIER
Medium Humanoid (Human), Neutral

Armor Class: 15 (breastplate)


Hit Points: 36 (3d10+6)
Speed: 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 12 (+1)

Proficiency Bonus +2
Saving Throws Str +4, Dex +4
Skills Athletics +4, Religion +2, Survival +4
Senses Passive Perception 10
Languages Common
Challenge 3 (700 XP)

Wise Striker (2/Day). Rybeck can add his Wisdom


modifier to his attack roll.

ACTIONS
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) slashing damage.

Flintlock Pistol (Reload 1). Ranged Weapon Attack: +4 to


hit, range 30/90 ft., one target. Hit: 7 (1d10 + 2) piercing
damage.

R ybeck is one of the newest members of Fang


Squadron. A spindly man from Formen, though
boasting a background as a Duskweave Veteran. He
thought The Golden Griffins would be a cakewalk of
simple mercenary work. Naive were his thoughts,
as though he fought in Duskweave, only a single
engagement against shambling undead. The battles
of The Golden Griffins were long and gruelling. Even
before the Liturium War began it seemed as though
every week his life was on the line against a new threat.

When Rybeck’s previous company was re-assigned to glaives of the Leacianans. Though about a quarter of
Fang Squadron he knew that he was not long for the his comrades survived the encounter, he thanked his
world, and quickly made peace with the gods. On their own survival to the divine above from then on, and
first mission they were assigned to ambush a convoy spent many hours of his spare time devoted to prayer.
of one of the highest ranking Leacianan officials, and Though still unsure of his own significance in surviving
already Rybeck had seen his death before him. Thus that encounter, it seems as though his prayers have
the night before he said a prayer to any divine that kept him alive for the last three assignments he has
would hear him. The next day as his squad toppled the had under the command of Champion Pride. Now
arcane-drawn carriage of the official they were met Rybeck is uncertain if his luck will run out before his
with a spray of glaives. Dozens of his comrades fell contract with the Griffins. Though if it does he at least
beside him, though his only scar was the shattering of knows he will be at peace and spend his eternity with
his sword, blade cleaved in half clean by the arcane his ancestors.
Crazy Geordie
© DM Stash. All Rights Reserved
SWIFTY - THE GRAND
TRAILBLAZER
Medium Humanoid (Halfling), Lawful Evil

Armor Class: 15 (chain shirt)


Hit Points: 33 (3d10+3)
Speed: 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 18 (+4) 12 (+1) 15 (+2) 13 (+1) 15 (+2)

Proficiency Bonus +2
Saving Throws Dex +6, Int +3
Skills Acrobatics +6, Deception +4, Sleight of Hand +6,
Stealth +6
Senses Darkvision 60 ft., Passive Perception 11
Languages Common, Elvish, Halfling
Challenge 3 (700 XP)

Halfling Lineage. Whenever Swifty rolls a 1 on an


attack roll, ability check, or saving throw, he can reroll
the die and must use the new roll. Additionally, he has
D espite his age and high rank, Swifty had been with
The Golden Griffins only since the start of the Liturium
War. Before that he was a smuggler for the Rossa Cartel;
advantage on saving throws against being frightened, managing a very lucrative route between Belfrie and
and he can move through the space of any creature that Leacianus. With the two nations he smuggled between at
is of a size larger than his. war with each other, his business dried up and it wasn’t
before long that the cartel tried to have him bumped off
Fatal Attack. When Swifty attacks a creature that is
prone, he can choose to make it a fatal attack. He can
for knowing to much and no longer bringing in revenue
declare this before he rolls his attack. When using a fatal to the organization. Nimble and agile as he was, he was
attacks, Swifty cannot benefit from advantage, and he able to evade being cornered within the Cartel’s den in
cannot add his proficiency modifier to the attack roll. Tradver City. Disposing of his two “garbagemen” himself,
However, if the fatal attack lands, it is a critical hit. he escaped through their den’s latrine and into the sewers
that ran into the city’s canal system.
Gunner. Swifty ignores the loading property of firearms,
and being within 5 feet of a hostile creature doesn’t Stowing away within a barrel on the first boat he could
impose disadvantage on his ranged attack rolls.
find, he sat for days until it docked at the end of the
Tradver River within the city of Velandria. Reeking of feces
ACTIONS and on the cusp of starvation, he set out for The Golden
Griffins: sworn enemies of his ex-employer which still
Multiattack. Swifty makes two attacks with his Flintlock were locked within a cold war. Though Pride held no trust
Pistols, or one attack with his Blunderbuss. for Swifty when the halfling was first assigned to Fang
Squadron, having lost his men to Rossa engagements
Flintlock Pistol. Ranged Weapon Attack: +5 to hit, range in the past. Thus, he gave Swifty suicidal tasks at every
30/90 ft., one target. Hit: 9 (1d10 + 4) piercing damage. opportunity, though time and again the halfling would
complete the orders, surpassing Pride’s ludicrous
Blunderbuss. Ranged Weapon Attack: +5 to hit, range expectations until eventually the grizzled veteran and the
10/30 ft., one target. Hit: 12 (4d4 + 4) piercing damage.
halfling developed a bond bordering on friendship. Swifty
Smoke Bomb (Recharge 5-6). As a bonus action, Swifty now is one of the few members of Fang Squadron that
throws a smoke bomb up to 30 ft. away from him that remain, finding a way to consistently escape certain death,
emits a cloud of smoke, creating a heavily obscured area only to reappear as his comrades lay slain and Pride
in a 20 ft. radius. A moderate wind (at least 10 miles per manically hacks away at the remaining enemies.
hour) disperses the smoke in 4 rounds; a strong wind
(20 or more miles per hour) disperses it in 1 round.

Crazy Geordie
© DM Stash. All Rights Reserved
TRENON - VANGUARD
Medium Humanoid (Orc), Chaotic Good

Armor Class: 18 (chain mail, shield)


Hit Points: 42 (3d10+12)
Speed: 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 10 (+0) 18 (+4) 8 (-1) 12 (+1) 12 (+1)

Proficiency Bonus +2
T renon was the liberated name this Orc chose to take
upon himself. To name himself after the king of Belfrie
that chose to welcome Orcs with open arms, rather than
Saving Throws Str +4, Con +6 the aristocrats of Baldur who would see him enveloped
Skills Athletics +4, Intimidation +3 in chains. Rescued by a smuggler in his fourth year of
Senses Darkvision 60 ft., Passive Perception 11 slavery, Trenon spent much of his recent years on the
Languages Common, Orcish coastal isle of Mastania: an orc refuge funded by the
Challenge 3 (700 XP) Belfrian crown that still maintained its own autonomy.
At the dawn of his maturity, Trenon ventured to the
mainland with a small contingent of his kin. Though
Orcish Lineage. Trenon counts as one size larger when stares would often accompany them where they walked,
determining his carrying capacity and the weight he can it was a welcome change to the visible recoil or outright
push, pull, drag, and lift. Additionally, once per day when disgust he was subjected to in Baldur. On the road to
he is reduced to 0 hit points but not killed outright, he Belfrie’s capital of Jochenia, the orcs stumbled upon a
can drop to 1 hit point instead. group of highwaymen ransacking a carriage.
Shield Master. Trenon uses shields not just for
protection, but for offense as well. He gains the Using the lid of a broken, discarded chest as a shield,
following benefits: Trenon led the charge against the bandits. Absorbing
• When he takes the attack action on his turn, he can the bolts from the crossbows, he catapulted toward
use a bonus action to shove a creature within 5 ft. of the men, knocking down several on his own. Those
him with his shield. he didn’t incapacitate himself loosed their bolts and
• While he isn’t incapacitated, he can add his shield’s arrows into his kin, killing those he departed Mastania
AC bonus (+2) to his Dexterity saving throws against with. Lost and aloft, Trenon was beside himself at the
spells or other harmful effects that target only him. deaths of his brothers, though those in the carriage
• If he is subjected to an effect that allows him to
revealed themselves finally. Nobles from the nearby
make a Dexterity saving throw to only take half
damage, he can use his reaction to take no damage port town of Volosvio. A mayor and his gnome butler.
if he succeeds on the saving throw. They ushered the orc aboard and took off, thanking him
for his service. Once in Volosvio the mayor held a town
memorial for the fallen orcs, and with the proceedings
ACTIONS received from the service gave half to Trenon,
encouraging him to purchasing his own suit of armour
Tower Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., and shield and building a legacy of saving innocents as
one target. Hit: 5 (1d6 + 2) bludgeoning damage. he had saved the mayor. Thus Trenon obliged, patrolling
the highways himself and collecting the bountys of many
Adrenaline Rush (2/Day). As a bonus action, Trenon can wanted criminals unintentionally as he did so.
take the Dash action. Whenever he uses the Dash action
in this way, he gains 2 temporary hit points.
After several months, the bandits no longer prayed on
the weary travellers of south-west Belfrie, and bored
REACTIONS with his lack of challenge, Trenon enlisted within The
Golden Griffins in the nearby city of Velandria. There
Interception. When a creature Trenon can see hits a he was assigned to Fang Squadron for his hulking and
target, other than himself, within 5 feet of him with an fearsome form, though his personality was oft closer to
attack, he can use your reaction to reduce the damage a cloistered monk than the barbarian that his comrades
the target takes by 1d10 + 2. Trenon must be wielding a took him for. Though his first mission with Fang squad
shield or a simple or martial weapon to use this reaction. ron was shared with Rybeck’s first mission, he quickly
climbed the ranks; proving himself to Pride time and
time again with his infallible will and righteous anger
Crazy Geordie
that he would use as fuel when spearheading toward
© DM Stash. All Rights Reserved enemies, two tower shields drawn in front of him at once
like a raging enormous armadillo.
63

Appendix C: Talon Company NPCs


This section is for the purpose of NPCs of the Golden Griffins.
If your players want to play as any of the party member NPCs
themselves (other than Silus and Pride) this is fine. They can
either create their own character sheets for those characters, or
create completely new characters and use that model. Basing
off the below statblocks is a way to get a quick start on stats,
proficiencies and abilities.

Crazy Geordie
© DM Stash. All Rights Reserved
HENRY - COMMANDO
Medium Humanoid (Human), Lawful Good

Armor Class: 16 (arcane armor)


Hit Points: 36 (3d10+6)
Speed: 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 12 (+1) 15 (+2) 18 (+4) 12 (+1) 15 (+2)

Proficiency Bonus +2
Saving Throws Con +4, Int +6
Skills Arcana +6, Investigation +6, Persuasion +4
Senses Passive Perception 11
Languages Common
Challenge 3 (700 XP)

Artificer Claw. Henry can use his Artificer Claw as an


H enry was barely a man when his cousin Dorian
convinced him to leave the safety of their homes in
Baldur to pursue the adventurer’s life. From a young
additional grasping limb, allowing him to hold more age Henry was always fascinated by the technology
items or weapons. This does not increase his number of of his homeland, the steam powered locomotives
attacks.
that ran between Baldur’s Helm and Grimgate could
Spellcasting. Henry is a spellcaster. His spellcasting draw his attention for hours as a child. So to was his
ability is Intelligence (spell save DC 14, +6 to hit with fascination with the innate magical powers of his
spell attacks). He has the following artificer spells cousin Dorian, which was held a secret between them
prepared: for the scandalous nature of the gift of magic in Baldur.
So green with envy did Henry grow, until he devised
• Cantrips (at will): dancing lights, mage hand, a device to combine his two childhood fascinations:
mending, message, shocking grasp gauntlets that could harness The Breath of Minera: the
• 1st level (3 slots): catapult, detect magic, identify magic that constantly swirled invisible in the air.
(ritual), magic missile, thunderwave
With this he could match his cousin’s abilities, though
ACTIONS still reliant on his own mind and technology to do
so while Dorian commanded it on a whim. In their
Wrist-Mounted Cannon. Ranged Weapon Attack: +6 to search for adventure across the Grey Sea they arrived
hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing in the city of Velandria, desperate for work as paid
damage. adventuring was indeed more scarce than they had
thought. So The Golden Griffins took their names and
Wrist-Mounted Blade. Melee Weapon Attack: +6 to hit, into the meat grinder they were thrown, the naive
reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. teenagers seeing action all across the continent of
Tharador. Quickly did they find their resilience, for it
Shocking Grasp. Melee Spell Attack: +6 to hit, reach 5
was they find resilience or find death. Now Henry is the
ft., one target. Hit: 8 (1d8) lighting damage, and the
creature can’t take reactions until the end of it’s next lead Commando of Talon Company, having devised
turn. This attack is made with advantage if the target is a full suit of armour that can harness the power of
wearing armor made of metal. Minera’s Breath. Using his inventions to track, trap
and eliminate their quarry, he has proven himself a
priceless asset to The Golden Griffins, well beyond what
Silus had first thought: of the meek and meagre boy
that originally stood in front of him.

Crazy Geordie
© DM Stash. All Rights Reserved
Crazy Geordie
© DM Stash. All Rights Reserved
SYCAMORE - KNIGHT OF
THE TALON
Medium Humanoid (Human), Neutral Good

Armor Class: 16 (chain mail)


Hit Points: 36 (3d10+6)
Speed: 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

Proficiency Bonus +2
Saving Throws Str +6, Dex +5
Skills Athletics +6, Acrobatics +5, Perception +3
Senses Passive Perception 13
Languages Common, Elvish
Challenge 3 (700 XP)

Polearm Master. Sycamore’s mastery of polearms is


unmatched. He gains the following benefits:
• When Sycamore takes the Attack action and attacks
with his glaive, he can use a bonus action to make a
melee attack with the opposite end of the weapon;
this attack uses the same ability modifier as the
primary attack. This bonus action attack deals
6 (1d4 + 4) bludgeoning damage.
• While Sycamore is wielding his glaive, other
creature’s provoke an opportunity attack from him
when they enter his reach.
Thus himself and those entrapped with him rose up
Fatal Attack. When Sycamore attacks a creature that is against their former master, ending his life while losing
prone, he can choose to make it a fatal attack. He can many of their own in the battle. With naught else to
declare this before he rolls his attack. When using a fatal remain in the manor for, Sycamore and his colleagues
attacks, Sycamore cannot benefit from advantage, and parted in separate ways, aiming to find their true
he cannot add his proficiency modifier to the attack roll. identities or to create new ones.
However, if the fatal attack lands, it is a critical hit.
Sycamore, who was enthralled in the battle against his
ACTIONS master found combat to be his true forte, thus he squired
for the first knight he came upon: Eryn, a Knight-Errant
Multiattack. Sycamore makes two attacks with his of The Golden Griffins. Short but fond was Sycamore’s
Glaive. memories of Eryn, for the newly anointed knight found
himself skewered by a tree spirit of The Reach Forest
Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft., one after only a few weeks of taking Sycamore under his
target. Hit: 9 (1d10 + 4) slashing damage. wing. Sycamore was spared for reasons he did not know,
though swore to continue Eryn’s legacy: travelling to
Knight of Flight (1/Day). As a bonus action, Sycamore the Golden Griffin’s home of Velandria in the Kingdom
can take the Dash action.
of Belfrie. There he rose through the ranks swiftly, his
mastery of polearms impressing even the Champions
above him.

L ittle memory does Sycamore have of his life before the


Golden Griffins. It barely spans back three months prior
to his joining. All he could remember was working as one
Now he has surpassed the rank of his former master,
as an anointed Knight of The Eagle of Talon Company.
of many servants or slaves to a powerful sorcerer in the Though seemingly shy or timid when spoken to,
fringes of Baldur’s wildlands. His master was cruel, and Sycamore’s behaviour is quite polarising once weapons
would often seem to revel in the misery of his servants. are drawn.
Crazy Geordie
© DM Stash. All Rights Reserved
ever seen that mastered sea and land both. It
launched itself upon the snowy shore that held the
huts and yurts of the Oldavori, beginning to tear
them apart systematically in its rampage.
RUNS ON WIND - KNIGHT OF
Brogvar who had been cast ashore by the beast
THE LION stood to his feet, arming himself with naught
Medium Humanoid (Colossal), Lawful Neutral but a harpoon and hatchet he charged at the
creature. With the harpoon pierced through
an eye, the beast reeled as he climbed upon it,
Armor Class: 15 (half plate)
planting his hatchet over and over again within
Hit Points: 39 (3d10+9) its crown. Until it was completely motionless
Speed: 35 ft. he did not relent, the blade of the hatchet
blunting on the beast’s skull. When finally it
moved no more, he took in the chaos around
STR DEX CON INT WIS CHA him of his distraught village. In moments did
18 (+4) 12 (+1) 16 (+3) 8 (-1) 14 (+2) 10 (+0) he see that one of the yurts destroyed was his
own, and upon tearing apart the Gordu hide
he discovered the grim fate of his soulmate
Proficiency Bonus +2 and offspring inside. Though the village
Saving Throws Str +6, Con +5 declared him a hero, he felt a failure. So he did
Skills Athletics +6, Animal Handling +4, Intimidation +2 what all Oldavori do in times of shame, and
Damage Resistances Cold exiled himself from the wastes to the warm
Senses Passive Perception 12 lands beyond the white wall. Many years did
Languages Common, Elvish, Giant
he venture, finding his first gold as a bounty
hunter within The Mandril Vilor of Baldur,
Challenge 3 (700 XP)
though quickly did the pursuit of evil men and
their deeds tire him. Thus he left to work as
Colossal Lineage. Runs on Wind has advantage on a hunter in the World Explorer’s & Hunter’s
saving throws against the frightened condition, and League (WEHL), for he thought his trappings
magic can’t inflict the frightened condition against of monster’s in Oldavor would be a skill
him. Additionally, he counts as one size larger when worthwhile within this company.
determining carrying capacity, and the wiehgt he
can push, pull, drag or lift. He also has advantage on Too an extent he was correct, and he rose
Strength (Athletics) checks to break free from a grapple.
swiftly through the ranks to Master of Hunt,
but each hunt refreshed his failure to his
ACTIONS family. So at his peak he thus retired with an
opulent sum of gold, to the city of Huvuden
Multiattack. Runs on Wind makes two attacks with his in Formen. When the Liturium War began,
Greataxe or Javelins. Huvuden was the first Formeni city to burn
as it sat right at the border of Leacianus. The
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one tanning and hunting shop he had spent years
target. Hit: 10 (1d12 + 4) slashing damage. of his energy and soul into was burnt afore
his eyes by Leacianan Fire Launchers, along
Javelin. Ranged Weapon Attack: +6 to hit, range 30/120 ft., with his entire neighbourhood that he had
one target. Hit: 7 (1d6 + 4) piercing damage.
spent years to finally feel integrated within.
Bully (1/Day). As a bonus action, Sycamore can push
Thus in a fit of absolute rage the Colossal
a creature within reach 10 ft. backwards or attempt to negated his safety, running through the fire
knock it prone (DC 13 Strength saving throw). and flames to the siege weapons, completely
dismantling one with his bare hands right after
he had dismantled the bones and limbs of its
operators. He barely escaped with his life as
nearby launchers took notice, fleeing south

I n the tongue of his people this Colossal’s name is Brogvar, but


in common he goes by Runs on Wind. In the Wastes of Oldavor
he was born, in a small seaside village that was pitted against
to the safety of Belfrie. Already Belfrie had
begun amassing its own army to strike back
against the Leacianan’s surprise attack on their
an endless plain of ice for 10 months a year. Never did the snow Formeni allies.
in Oldavor cease, nor did the monstrosities that dwelled there. It
was one such monstrosity that broke through the blankets of ice Brogvar tried to enlist, though the Belfrian’s
near the sea one morn as the fishermen began to drill for their would not accept a foreigner into their military
first catches. Dozens perished into the frozen sea below, though ranks. At the war’s beginning no mercenary
the monstrous beast did not cease there. It charged toward the companies chose to fight on the side of Belfrie
town with lightning speed through the ice: a beast like none had or Formen, as the Leacianan Elves held coin far
Crazy Geordie
© DM Stash. All Rights Reserved
beyond what either of the two meagre human
kingdoms could hold. It was not until Belfrie
and Formen began offering Liturium from their
vaults as form of payment that mercenaries
began defecting, including the Golden
Griffins who sent word to their officers mid-
deployment, causing chaos in the Leacianan
ranks as mercenary companies began cutting
their men down within their back line. At this
news Runs on Wind was the first to put his
name down on the enlistment form to join The
Golden Griffins the next day, and was cutting
down high elves in a solemn rage less than a
month later. Upon the latest heavy losses in
Talon Company, Brogvar was re-assigned to
bolster the vanguard forces, with confidence
that he would have no qualms in being the first
into the fray.

Crazy Geordie
© DM Stash. All Rights Reserved
SILUS - SERGEANT
Medium Humanoid (Human), Lawful Neutral

Armor Class: 20 (plate armor + shield)


Hit Points: 45 (5d10+15)
Speed: 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 16 (+3) 14 (+2) 12 (+1) 16 (+3)

Proficiency Bonus +3
Saving Throws Str +7, Cha +6
Skills Athletics +6, Intimidation +2, Perception +4
Senses Passive Perception 14
Languages Common, Elvish
Challenge 5 (1,800 XP)

Leader. When Silus successfully hits a creature with


an attack, he exudes an aura of confidence and battle
prowess. All allies within 60 feet that can see him feel
emboldened and add 1d4 to their next attack roll.
Additionally, allies within 60 ft. are bolstered by his
indomitable spirit, adding 1d4 to all saving throws as
long as they can see Silus and he isn’t incapacitated.

ACTIONS
Multiattack. Silus attempts a shield bash, and then
makes one attack with his longsword.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,


one target. Hit: 8 (1d8 + 4) slashing damage.

Shield Bash. Silus attempts to push a creature within


reach 10 ft. backwards or attempt to knock it prone (DC
13 Strength saving throw).

Charge! (Recharge 5-6). Silus commands two of his allies


that can hear him to charge and attack. As a reaction,
two allies of Silus’ choice can use their reaction to move
up to half of their movement speed and make one
weapon attack.

T hough Sergeant hasn’t been his rank for long, Silus has seen
more action than any others of his station. Being thrown
into Talon Company: the Vanguard of The Golden Griffins was
a death sentence for all any new recruit, especially in the midst
of The Liturium War. Dozens of times did Silus watch on as his
comrades were torn apart by Arcane Mortars or disembowelled
by Breathing Glaives. Somehow through all of it did he survive,
though changed forever. Life before war was a bliss ignorance to
which he could never return. Now as the leader of Talon Company
himself, he leads the first charge against the enemies of the
highest bidder.
Crazy Geordie
© DM Stash. All Rights Reserved
70

Appendix D: Mundane & Magical Items

Crazy Geordie
© DM Stash. All Rights Reserved
Dagger of The Undying
Simple Weapon (dagger)

Type: Melee Weapon


Rarity: Rare (requires attunement)
Weight: 1lb
Value: 650gp

1d4 piercing – finesse, light, thrown (20/60 ft.)

You gain a bonus of +1 to attack and damage rolls made


with this magic dagger, as well as an additional 1d4 necrotic
damage.

Enemies that are not constructs or undead that are slain by


this weapon are revived as zombies (Monster Manual, pg.
316) on their next turn. These zombies are loyal to yourself
and your party. Their reanimation period lasts for 1 minute
until they perish once more. Zombies reanimated by this
weapon will reuse the weapons they held on their death,
unless stripped from them in which they will use the slam
attack from their stat block.

Finesse. When making an attack with a finesse weapon, you


use your choice of your Strength or Dexterity modifier for the
attack and damage rolls. You must use the same modifier for
both rolls.

Light. A light weapon is small and easy to handle, making it


ideal for use when fighting with two weapons.

Thrown. If a weapon has the thrown property, you can


throw the weapon to make a ranged attack. If the weapon is
a melee weapon, you use the same ability modifier for that
attack roll and damage roll that you would use for a melee
attack with the weapon. For example, if you throw a handaxe,
you use your Strength, but if you throw a dagger, you can
use either your Strength or your Dexterity, since the dagger
has the finesse property.

Jewel of the Far Sighted


Wondrous Item

Rarity: Uncommon (requires attunement)


Weight: 1lb
Value: 380gp

A small sapphire-coloured gem with a glass lens in its centre.


Looking through this lens grants the user perfect vision
for up to ten miles, with the gem refocusing and changing
its magnification based on what the user is aims to see,
readjusting if looking at objects closer than ten miles.

Crazy Geordie
© DM Stash. All Rights Reserved
Skullsplitter
Martial Weapon (battleaxe)

Type: Melee Weapon


Rarity: Rare (requires attunement)
Weight: 4lb
Value: 800gp

1d8 slashing – versatile (1d10)

You gain a bonus of +2 to attack and damage rolls made with


this magic battleaxe.

Enemies that are not constructs or undead that are hit by


this weapon must make a CON save when struck (DC10). On
a failed save the enemy falls into the Stunned Condition until
the end of their next turn.

Versatile. This weapon can be used with one or two hands. A


damage value in parentheses appears with the property—the
damage when the weapon is used with two hands to make a
melee attack.

Watch of Returning
Wondrous Item

Rarity: Legendary (requires attunement)

The watch begins each day with 4d6 charges. As a free action
the watch’s dial can be turned clockwise, making a faint
click when turned. This sets the watch teleport position.
Anytime later, also with a free action the watch’s dial can
be turned anti-clockwise using 1 charge and teleporting the
user to the last place they set the teleport location. The same
teleportation location can be used as many times as the user
wants, and the location remains saved until a new location is
set. If all charges on the watch are used it shatters, and can
only be repaired by a master enchanter.

Crazy Geordie
© DM Stash. All Rights Reserved
Formeni Moose Steak
Food & Drink

Value: 2gp
A delicious, tender steak seasoned in perfected spices and mushroom
sauce. A single one of these steaks is enough to feed a grown man for
three days after they’ve eaten it.

Liturium Nugget
Wondrous Item

Rarity: Very Rare


Weight: 1lb

A small, jade-coloured metal nugget that is cool to the


touch. Though near a magic user, this rock causes extreme
dizziness. Liturium is a metal that has a miraculous effect to
dispel all magic. This small nugget is no different. All magic
within 5ft of the nugget is instantly dispelled, including but
not limited to: magical items, effects, spells, conditions and
anything that may be considered “magical” in nature. For
things that are permanently magic, such as weapons, the
Liturium disrupts the magical component of the it when near,
though the magical component returns once out of the 5ft
dispel range. If a spell is disrupted by Liturium it needs to be
re-cast, and magical projectiles that would move within dispel
range of the Liturium are dispelled mid-air. Wish cannot be
used on targets within range of the Liturium. The only way
for Liturium to be stored to not impact the carrier is in a lead
box with walls at least 6 inches thick. Liturium is extremely
brittle and cannot be fashioned into weapons or armour.

Crazy Geordie
© DM Stash. All Rights Reserved
74

Appendix E: Dungeons & Locations

Crazy Geordie
© DM Stash. All Rights Reserved
75

Tradver Catacombs – The Crypts


The main area in which both Elanor the Elven sorceress is encountered in Happening C,
and where the party begins their trail in tracking Ash or Thyralmir later. Where they will
encounter their rival squad and The Rossa Cartel if alerted. Most of the things written
here in terms of “freshness” are based off the party having done Happening C. If the
party has not done it a few things may change, like the adventurer corpses being quite
a bit more decomposed and rotten. Elanor’s corpse will also be sitting in Room 9 as she
was never freed.

Crazy Geordie
© DM Stash. All Rights Reserved
76

1. Main entrance to the Crypts from 6a. A tiny closet with a chest inside.
Cedhelieth’s Temple. Just an empty Inside the chest is 4d4x10 GP and a
room with one empty brazier and single magical item from Magic Item
one with burnt out coals. The whole Table G (Dungeon Master’s Guide, pg.
dungeon is in complete darkness so 147)
up to party to generate light. There is
an old corpse next to the entrance to 7. A room with a disturbed coffin and a
2a. grave robbed skeleton inside. Skeleton
appears to have its lower jaw ripped
2. a. Empty room with naught but a off. There is no markings on the coffin
sarcophagus, the name on it has to point to their identity.
eroded with time and there are no
discernible features on it. 8. What appears to be some sort of jailor
room. There is another older corpse
b. Empty room with a sarcophagus here that matches the age of the one
baring the name “Elwyn Wister”, found in the first room. There is also
players may roll a history check a cage with a skeleton that looks just
(DC 12) to know that was a Duke of as old as the other corpse. Inside
Tradver some four hundred years go. the room is a prison cell door with a
clear window opening near its top.
3. A long, wide hallway with a single There is a lever in front of the door.
dead human adventurer, a successful On pulling the lever the door to room
medicine check (DC 10) reveals he 9 opens and all corpses in the rooms
looks somewhat recently deceased, are resurrected. Corpses in rooms 3
no more than a day or two. In front and 6 are resurrected as 2x Zombies
of him is a longsword (1d8, versatile). (Monster Manual, pg. 316) and will
This is where the party will run into retain the weapons that are in front
the rival squadron when entering the of them (unless players took them).
catacombs to find Ash. Corpses in rooms 1, 2a, 2b, 7, 8 and
10 are resurrected as 7x Skeletons
4. An empty hallway with a large drain at (Monster Manual, pg. 316). All
its end. To the right is a heavy stone resurrected enemies will immediately
door. To the left is two rooms with run to Room 8 where the party is and
open archways to enter. combat begins.

5. A hall with a T intersection. To the left 9. An empty prison cell. Elanor and Elven
is a stone door, to the right is a slightly sorceress has trapped herself in here
ajar stone door. using Dimension Door. If the party
does not undertake her quest after
6. A small room with a broken barrel originally being called they will find
and a dead dwarf adventurer, also her bloody corpse here with the door
looking as recently slain as the open, suggesting the undead opened
human adventurer if determined by the room and killed her.
a medicine check (DC8). A battleaxe
sits on the ground before him (1d8, 10. A strange altar room with an old
versatile). corpse, a pile of pones and an altar
Crazy Geordie
to a dark looking deity. A religion
© DM Stash. All Rights Reserved check (DC 12) determines this to be
Myrothlir, the father of the undead.
77

Tradver Catacombs – Hidden Cathedral


1. A large hall room with columns in the middle and a pile of rubble on the ground.
Thyralmir sleeps with his head atop the rubble, though there is an ancient corpse
crushed beneath it. Party enters this floor after a long hall way from the western
side of the map. On the southern side are great stone double doors, and straight
ahead to the east is an enormous statue of a humanoid in ornate plate armour
with a giant glaive nearly twice his size. A perception check (DC 16) notices that
the bottom of his shaft can be rotated off, with a switch beneath it. Pressing the
switch moves the platform the statue and braziers are on to the left, revealing the
hidden grotto the party may have found earlier near Beggar’s Landing.
2. A large memorial or burial hall at with a sort of sacrificial altar at its back. There
is still an ancient Colossal corpse slumped over the altar. Ash is sitting on a pile of
rubble, seemingly meditating when the party enters. There are 6 sarcophagi in the
room total, holding 6 Colossal chieftains, though no usable loot.

Crazy Geordie
© DM Stash. All Rights Reserved
78

www.dmstash.com
Crazy Geordie
© DM Stash. All Rights Reserved

You might also like