Tuesday, April 6, 2010

On the Wyvern Coast - Part Two

This post will cover the Northwest quadrant of map J11, giving some information the geographies involved and random encounters. My next post will highlight some of the encounter areas. This post is not open content.

J11-WyvernCoast-NE

Tepid Sea
The Tepid Sea is a warm, shallow sea known for its sea turtles and the depredations of corsairs from the Wyvern Coast and filibusters from Brigantia. Storms are rare on the Tepid Sea, and most of the water is clear enough that one can see the sea floor. The eastern shores of the Tepid Sea are home to mollusks that produce a rare (and thus expensive) purple dye that remains in favor throughout the Motherlands. The “Purple Kings” of the Wyvern Coast built their fortunes upon the trade in this dye.

Random Encounters
3 Turtle, Giant Sea (1d4)
4 Nymph (1d6)
5 Sea Cat (1d6)
6 Crocodile, Giant (1d6)
7 Mermaid (2d6) and Merrow (1d6)
8 Crab, Giant (2d6)
9 Dolphin (3d6)
10 Shark, Small (2d6)
11 Merchant Galley (80%) or Merchant Cog (20%)
12 Aquatic Humanoids (see table below)
13 Eel, Giant Electric (2d6)
14 Pirate Galley (see below)
15 Aquatic Troll (1d6)
16 Sea Hag (1d3) and Merrow (1d6)
17 Ray, Giant Manta (1d4)
18 Tusked Whale (1d4)

Random Humanoid Encounters
1-2 Crabmen (2d6)

3 Oktomon (3d6)
4 Sahuagin (2d6)
5 Triton (2d6)
6 Undine (3d6)

Random Battlefield Terrain
1-3 Sandy Ground – half movement
4-7 Rocky Ground – chance to lose footing at top speed
8-9 Kelp Forest – half movement, obscuring cover
10 Chasm – chance of falling


Merchant Galley: A merchant vessel with a single oar deck carrying about 2,000 gp worth of mundane cargo. The galley is crewed by six sailors and twenty rowers. They are commanded by a ship captain and first mate. The sailors are armed with light crossbows and axes, while the rowers can fight with clubs. Leaders wear leather armor and carry scimitars and daggers.

• Sailor/Rower: HD 1; AC 8 [11]; Atk 1 weapon (1d8); Move 12; Save 17; CL/XP 1/15; Special: None.
• First Mate: HD 3; AC 6 [13]; Atk 1 weapon (1d8); Move 12; Save 14; CL/XP 3/60; Special: None.
• Captain: HD 5; AC 4 [15]; Atk 1 weapon (1d8); Move 12; Save 12; CL/XP 5/240; Special: +1 to moral checks, troops +1 to hit.


Merchant Cog: A merchant cog is used for long voyages, and thus carries a more exotic cargo – rare woods, exotic armor and weapons, silk, spices, etc. Assume 5,000 gp worth of cargo. The cog is manned by twelve sailors. They are commanded by a ship captain and first mate. There is a 2 in 6 chance of a priest aboard and a 1 in 6 chance of a mage. The sailors are armed with light crossbows and axes, while the leaders wear leather armor and carry broad swords and pistols.

Oktomon: The oktomon fulfill a roll in the submarine ecology of the Tepid Sea like that of the Vikings. They are plunderers, especially of the surface world, but also traders and explorers. They typically lair in low-ceilinged caves that other species find difficult to negotiate, and they stock those cave lairs with an astounding array of traps. When encountered away from their lairs, the okotomons are either seeking plunder or trade. In either event, they are equipped with serrated spears, one or two gaff hooks, nets (primarily used for carrying items, but also useful in a fight) and round, polished shields. If more than twelve oktomons are encountered, they will be led by a captain.

• Oktomon: HD 3; AC 5 [14]; Atk 4 weapons (1d6); Move 12 (Swim 18); Save 14; CL/XP 4/120; Special: None.
• Captain: HD 6; AC 5 [14]; Atk 1 weapon (1d8); Move 12 (Swim 18); Save 11; CL/XP 6/400; Special: None.


Pirate Galley: A pirate vessel with two oar decks, the galley is crewed by twelve pirates and thirty rowers. They are commanded by a ship captain and first mate. The pirates are armed with light crossbows and axes, while the rowers can fight with clubs. Pirate leaders wear leather armor and carry scimitars and pistols. There is a 1 in 6 chance of a mage being aboard.

• Pirate: HD 2; AC 7 [12]; Atk 1 weapon (1d8); Move 12; Save 16; CL/XP 3/60; Special: +1 hit and damage in round 1, backstab for double damage.
• First Mate: HD 3; AC 6 [13]; Atk 1 weapon (1d8); Move 12; Save 14; CL/XP 4/120; Special: Backstab for double damage.
• Pirate Captain: HD 5; AC 6 [13]; Atk 1 weapon (1d8); Move 12; Save 12; CL/XP 6/400; Special: Backstab for triple damage; +1 morale; troops +1 to hit
• Pirate Mage: HD 2d6; AC 8 [11]; Atk 1 weapon (1d4); Move 12; Save 16; CL/XP 3/60; Special: Two first level magic-user spells, backstab for double damage.


Sahuagin: Sahuagins are aggressive, territorial fish-men. They are matriarchal and are ruled by priestesses. A sahuagin settlement will consist of a basalt ziggurat topped by a temple to their shark deity, Omoo. Within the ziggurat are the living quarters of the priest-queen, her attendants, her consorts and other minor nobles. The ziggurat is surrounded by dozens of stone huts and slave quarters. Sahuagin encountered away from their settlements are always on the hunt for meat, plunder or slaves. A sahuagin war party is always led by a noble. If more than 8 sahuagin are encountered, they will also be accompanied by a priestess riding atop a shark. Sahuagin are equipped with obsidian axes and nets.

• Sahuagin: HD 2+1; AC 5 [14]; Atk 1 weapon (1d8); Move 12 (Swim 18); Save 16; CL/XP 2/30; Special: None.
• Noble: HD 4+1; AC 5 [14]; Atk 1 weapon (2d6); Move 12 (Swim 18); Save 13; CL/XP 4/120; Special: None.
• Priestess: HD 3+1; AC 5 [14]; Atk 1 weapon (1d8); Move 12 (Swim 18); Save 14; CL/XP 4/120; Special: Cleric spells (2 x 1st level), banish undead.
• Small Shark: HD 4; AC 6[13]; Atk 1 bite (1d4+1); Move 0 (Swim 24); Save 13; CL/XP 4/120; Special: Feeding frenzy.


Triton: Tritons live in coral towers decorated with riches taken from sunken ships. Bands of tritons encountered at sea are equipped with shields, tridents and daggers and always ride hippocampi. Tritons are always led by a knight. If more than eight tritons are encountered, they are also accompanied by a priest.

• Triton: HD 3; AC 5[14]; Atk 1 trident (1d8+1); Move 1 (Swim 18); Save 14; CL/XP 4/120; Special: Magic resistance 90%.
• Knight: HD 6; AC 5[14]; Atk 1 trident (1d8+2); Move 1 (Swim 18); Save 11; CL/XP 7/600; Special: Magic resistance 90%.
• Priest: HD 4; AC 5[14]; Atk 1 trident (1d8+1); Move 1 (Swim 18); Save 13; CL/XP 6/400; Special: Magic resistance 90%, cleric spells (2 x 1st level, 1 x 2nd level).
• Hippocampus: HD 4; AC 5[14]; Atk 1 bite 1d4); Move (Swim 24); Save 13; CL/XP 4/120; Special: None.


Undine: Undines are aquatic relatives of the elves. Unsullied by the blood of mortals, the undine are taller than their surface cousins, with pale, gaunt skin, silvery hair, long, webbed fingers and toes and large, violet eyes. They live in exquisite keeps constructed from white stone and decorated with banners made of linked, multi-colored scales. Most undines use giant seahorses as mounts, and keep small hunting squids and swift barracuda for use in their hunts. Undines encountered away from their home will usually be on a hunt, and the party will include no more than one hunting squid or barracuda per three undines. If more than twelve undines are encountered they are led by a warlock. Undines are equipped with scale armor, tridents and daggers and are usually mounted on giant seahorses.

• Undine: HD 2+1; AC 5 [14]; Atk 1 weapon (1d8); Move 12 (Swim 15); Save 16; CL/XP 2/30; Special: Telepathic communication with humanoids and aquatic creatures.
• Warlock: HD 5; AC 5 [14]; Atk 1 weapon (1d8+1); Move 12 (Swim 15); Save 12; CL/XP 7/600; Special: Magic-user spells (3/2/1), telepathic communication with humanoids and aquatic creatures.
• Barracuda: HD 1; AC 6[13]; Atk 1 bite (1d8); Move (swim 24); Save 17; CL/XP 1/15; Special: None.
• Giant Seahorse: HD 4; AC 7[12]; Atk 1 bite (1d6); Move 0 (Swim 24); Save 13; CL/XP 4/120; Special: None.


Wyvern Coast
The Wyvern Coast is a range of sun-baked badlands between the Nabu Desert and the Tepid Sea. Its shoreline hosts a multitude of caves and coves that provide hiding places for the pirates that roam the Tepid Sea. The hills provide little of value other than volcanic glass and some fancy stones. The only city-state on the Wyvern Coast is Ophir, infamous for its bazaars, slave market and assassin’s guild. Ophir was once the main seat of power for the ancient Purple Kings that ruled the coast.

Random Encounters
3 Cyclops (1d4)
4 Lamia (1d4)
5 Scorpion, Giant (1d4)
6 Insectaur (1d6)
7 Eagle, Giant (2d6)
8 Pirates (3d6) and First Mate (see below)
9 Dragon Man (2d6) and Warlock (see below)
10 Lion (2d6)
11 Lizard, Giant (2d6)
12 Tick, Giant (2d6)
13 Igniguana (1d6) or Shocker Lizard (2d6)
14 Slavers (6d6), Slave Master and x 10 slaves
15 Wyvern (1d4)
16 Leucrota (1d6)
17 Basilisk (1d4)
18 Shedu (1d4)

Random Battlefield Terrain

1 Meadow – no penalties
2-5 Gentle Slope – slight chance to lose footing
6-9 Steep Slope – chance to lose footing, higher ground bonus
10 Cliff – chance of falling


Dragon Men: The dragon men of the Wyvern Coast live in settlements composed of bronze domes surrounded by gardens of colored stones and succulents. Dragon men wear no armor. They arm themselves with two-handed axes and longbows. Dragon men encountered outside their settlements are led by warlocks.

• Dragon Man: HD 1+1; AC 6 [13]; Atk 1 bite (1d4 + 1d4) or 1 weapon (1d8); Move 15; Save 17; CL/XP 3/60; Special: Spell (1 level 1), bite.
• Warlock: HD 5; AC 6 [13]; Atk 1 bite (2d4) or 1 weapon (1d8+1); Move 15; Save 12; CL/XP 7/600; Special: Magic-user spells (3/2/1).


Pirates: The pirates of the coast are found in secluded coves, licking their wounds and preparing for their next venture. They sometimes have established camps protected by earthworks that they share with camp followers – traders, craftsmen and wenches. Other times they simply hide their galley and head for a high cave that gives them a good view of the sea. Groups encountered away from this lair are usually on hunting expeditions and armed with crossbows and axes.

If fewer than fifteen pirates are encountered they are led by a first mate. If more than fifteen pirates are in a group they are led by a captain. The first mate and captain will be armed with a broad sword, musket and three pistols.

• Pirate: HD 2; AC 7 [12]; Atk 1 weapon (1d8); Move 12; Save 16; CL/XP 3/60; Special: +1 hit and damage in first round of combat, backstab for double damage.
• First Mate: HD 3; AC 6 [13]; Atk 1 weapon (1d8); Move 12; Save 14; CL/XP 4/120; Special: Backstab for double damage.
• Pirate Captain: HD 5; AC 6 [13]; Atk 1 weapon (1d8); Move 12; Save 12; CL/XP 6/400; Special: Backstab for triple damage; +1 morale; troops +1 to hit.


Slavers: A band of slavers is probably moving their victims to a mine or to their secret lair within the hills. There will be ten slaves for every slaver encountered. Slavers are equipped with leather armor, whip, light crossbow, club and man-catcher. Slave masters are equipped with leather armor, whip, short sword and light crossbow.

• Slaver: HD 1; AC 7 [12]; Atk 1 weapon (1d8); Move 12; Save 17; CL/XP 2/30; Special: Backstab for double damage, man-catchers.
• Slave Master: HD 5; AC 6 [13]; Atk 1 weapon (1d8); Move 12; Save 12; CL/XP 6/400; Special: Backstab for triple damage.

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